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nothing really special. I'm working on some architectural macro's and I
thought I might as well show what I already have :)
So far I have a more or less convincing brick texture (not perfectly
suitable for close-ups as can be seen in brickwall-zoomedin.jpg), and a
macro that makes random stone walls. Next step are frontdoor- and
window-macros, followed by roof-macros, and, by putting them all together,
random-building-macros.
Comments welcome!
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
Attachments:
Download 'stonewall.jpg' (154 KB)
Download 'brickwall.jpg' (174 KB)
Download 'brickwall-zoomedin.jpg' (175 KB)
Preview of image 'stonewall.jpg'

Preview of image 'brickwall.jpg'

Preview of image 'brickwall-zoomedin.jpg'

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Zeger Knaepen wrote:
> nothing really special. I'm working on some architectural macro's and I
> thought I might as well show what I already have :)
> So far I have a more or less convincing brick texture (not perfectly
> suitable for close-ups as can be seen in brickwall-zoomedin.jpg), and a
> macro that makes random stone walls. Next step are frontdoor- and
> window-macros, followed by roof-macros, and, by putting them all together,
> random-building-macros.
>
> Comments welcome!
>
> cu!
Nice - looks like the stonework in the old Bitmap Bros. Game "Gods"...
Are you going to make the macros available somewhere...? *hint!*
Regards,
--
Stefan
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Stefan Viljoen wrote:
> Are you going to make the macros available somewhere...? *hint!*
<AOL> Me too! </AOL>
--
Darren New / San Diego, CA, USA (PST)
I bet exercise equipment would be a lot more
expensive if we had evolved from starfish.
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Very nice stone wall. Some suggestions:
- Perhaps tone down the colour variation and degree of pitting of the
stones. In practice the stones would likely be quarried from the same
place and would have less variation. Still this is very pretty so make
it a parameter ?
- A real stone wall would also need to be much thicker to stand safely
- The lintel would also have to be thicker (in height) and more deeply
set (extending further beyond the left and right sides of the window space
The brick wall looks good at a distance. In closeup I'd say that the
mortar needs to be thinner and with a much finer pattern. The brick
texture looks smoother than in reality but of course adding the required
roughness would be quite difficult. I like the dirt / mold overlay.
I'd love to see progress so please keep us posted.
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> So far I have a more or less convincing brick texture (not perfectly
> suitable for close-ups as can be seen in brickwall-zoomedin.jpg),
Good stuff Zeger,
Do you allow variability in the dimensions of bricks? I'm used to English
style bricks which are not so elongated.
See http://www.sizes.com/materls/modular_brick.htm for a reference for
different styles and dimensions. When bricks are laid and dressed some sort
of bar (often cylindrical or square) is pulled along the cement leaving a
concave depression - the grain follows the brick edges. Your closeup bricks
appear to be projected over the cement resulting in an unreal feeling. Also
there is too much cement.
As always, I look forward to more of your excellent work.
dlm
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"Stefan Viljoen" <spa### [at] removethis polard com> wrote in message
news:46a63dd7@news.povray.org...
> Nice - looks like the stonework in the old Bitmap Bros. Game "Gods"...
thanks :)
don't know that game though
> Are you going to make the macros available somewhere...? *hint!*
I hope to publish the macros one day, but I'll have to clean up the code
first.
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"Paul Fuller" <pgf### [at] optusnet com au> wrote in message
news:46a68d71@news.povray.org...
> Very nice stone wall. Some suggestions:
thank you!
> - Perhaps tone down the colour variation and degree of pitting of the
> stones. In practice the stones would likely be quarried from the same
> place and would have less variation. Still this is very pretty so make it
> a parameter ?
very true! as it is now, the macro only defines the location and size of the
stones, another macro makes random stones, with random textures, which get
scaled and positioned accordingly, so in a way, it already is a parameter,
albeit not explicitely. I believe this approach gives you the most
flexibility.
> - A real stone wall would also need to be much thicker to stand safely
no problem, that can be adjusted
> - The lintel would also have to be thicker (in height) and more deeply set
> (extending further beyond the left and right sides of the window space
again no problem :)
> The brick wall looks good at a distance. In closeup I'd say that the
> mortar needs to be thinner and with a much finer pattern. The brick
> texture looks smoother than in reality but of course adding the required
> roughness would be quite difficult. I like the dirt / mold overlay.
I might have an idea of how to make it look better, using the accuracy
keyword in the normal-block. The default value of .02 is way too high to
make a rough look on that scale.
I'll have to do some tests though
> I'd love to see progress so please keep us posted.
will do :)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"dlm" <me### [at] address invalid> wrote in message
news:46a6c19f$1@news.povray.org...
>> So far I have a more or less convincing brick texture (not perfectly
>> suitable for close-ups as can be seen in brickwall-zoomedin.jpg),
>
> Good stuff Zeger,
thank you :)
> Do you allow variability in the dimensions of bricks?
absolutely, you can adjust the size of the bricks, and the way they're
placed. Currently, there are 2 types: type 0 (which looks like the normal
brick pattern, but with more control over the shape and smoothness), and
type 1 (which is what I showed here)
> I'm used to English style bricks which are not so elongated.
> See http://www.sizes.com/materls/modular_brick.htm for a reference for
> different styles and dimensions.
that's interesting, I could use that for some default settings! thanks!
> When bricks are laid and dressed some sort of bar (often cylindrical or
> square) is pulled along the cement leaving a concave depression - the
> grain follows the brick edges. Your closeup bricks appear to be projected
> over the cement resulting in an unreal feeling. Also there is too much
> cement.
currently the cement is not affected in any way by the bricks, it's just a
very simple granite-pattern. I might change that, but as long as the bricks
look too smooth for close-ups, I don't think it's worth the trouble, because
you won't notice it anyway from a distance :)
> As always, I look forward to more of your excellent work.
thank you :)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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Excellent start, Zeger! Impatient to see next stages.
Thomas
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I have two things to tell you Zeger
1. GREAT JOB!!!
2. I love the way you do the clouds. I have visited your page and seen your
fast clouds system. Is that "system" available? I would like to check it,
results look quite good.
*----------------------------------------------*
http://personales.ya.com/robertoullan/index.htm
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Hi,
very nice start!
You should avoid splices that are shaped like an "+". In the real world
they lead to weaker walls.
Some years ago I did an arch macro for generating brick archs. Maybe
it's of use for you:
http://b0n541.net/povray/povmacro.html
Just my two eurocents,
Bonsai
--
<--------------------------->
___ __ __ _ ___ ___ _
| _ ) \ \( ) _) _ )( )
| _ \() |\ \ |\ \/ _ \| |
|___/__/_)\__)___)/ \_)_)
www.b0n541.net
<--------------------------->
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:46a6f4ca$1@news.povray.org...
> Excellent start, Zeger!
thank you !
> Impatient to see next stages.
as am I :p
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"kike" <dry### [at] hotmail com> wrote in message
news:web.46a70f54206a8a8bbe7bfb550@news.povray.org...
>I have two things to tell you Zeger
> 1. GREAT JOB!!!
thanks :)
> 2. I love the way you do the clouds. I have visited your page and seen
> your
> fast clouds system. Is that "system" available? I would like to check it,
> results look quite good.
I know it's not really the right place for this, but I'm too lazy to direct
you to p.b.s-f, so see attachment :)
it's used like this:
fastclouds(Sun_Location, Cast, Fluffyness, Translate, SkyScale, CloudScale,
MinimalTransparency, Sun_Color, Ambient)
(skyscale is multiplied by 500 internally, don't ask me why :))
you can change the pattern used for the clouds by declaring CloudForm (which
is a pigment)
It only creates the clouds, not the sky, so you should add your own sky.
The full code for the clouds used in these images is:
//--start code--//
#include "fastclouds.inc"
fastclouds(<600,750,-500>*1000,.455,.1,1000,10,.05,0,<1.5,1.3,1.1>,1)
fog {
fog_type 2
distance 75
color rgb <213,205,194>/255
transmit 0
fog_offset -1
fog_alt 2
}
sky_sphere {
pigment {
planar
color_map {
[0 rgb <22,44,68>/255]
[.5 rgb <88,120,179>/255]
[1 rgb <213,205,194>/255]
}
}
}
//--end code--//
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
Attachments:
Download 'fastclouds.inc.txt' (2 KB)
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"Bonsai" <bon### [at] b0n541 net> wrote in message
news:46a71b62@news.povray.org...
> Hi,
>
> very nice start!
thank you !
> You should avoid splices that are shaped like an "+". In the real world
> they lead to weaker walls.
I know, but I'm not quite sure yet how to avoid them :-/
> Some years ago I did an arch macro for generating brick archs. Maybe it's
> of use for you:
it sure is! thanks!!!
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"Bonsai" <bon### [at] b0n541 net> schreef in bericht
news:46a71b62@news.povray.org...
> Hi,
>
> very nice start!
>
> You should avoid splices that are shaped like an "+". In the real world
> they lead to weaker walls.
>
True. However, I know Real World buildings where they exist... already for
centuries :-)
I have to admit that those walls are thick too. So, that compensates.
Thomas
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Very nice work
you can upload the source of the macro? I could want take a eye over the
source
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"Agustin Britait Molina" <agu### [at] hotmail com> wrote in message
news:web.46a851a6206a8a8b119a37fe0@news.povray.org...
> Very nice work
>
> you can upload the source of the macro? I could want take a eye over the
> source
once I've found the time to clean up the code, I'll post it to p.b.s-f
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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Now after 10 years, Zeger, did you finally clean up the code? :-D
I, too, would be very interested. Hope you get still notifications of this
newsgroup and can respond. :-)#
I still love your SciFi greebles!!!
"Zeger Knaepen" <zeg### [at] povplace com> wrote:
> "Agustin Britait Molina" <agu### [at] hotmail com> wrote in message
> news:web.46a851a6206a8a8b119a37fe0@news.povray.org...
> > Very nice work
> >
> > you can upload the source of the macro? I could want take a eye over the
> > source
>
> once I've found the time to clean up the code, I'll post it to p.b.s-f
>
> cu!
> --
> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
> _(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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"Sven Littkowski" <nomail@nomail> wrote:
> Now after 10 years, Zeger, did you finally clean up the code? :-D
>
> I, too, would be very interested. Hope you get still notifications of this
> newsgroup and can respond. :-)#
>
> I still love your SciFi greebles!!!
>
>
>
It may be in the object collection. It looks familiar.
Mike
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On 2021-01-30 8:54 AM (4), posfan12 wrote:
> "Sven Littkowski" <nomail@nomail> wrote:
>> Now after 10 years, Zeger, did you finally clean up the code? :-D
>>
>> I, too, would be very interested. Hope you get still notifications of this
>> newsgroup and can respond. :-)#
>>
>> I still love your SciFi greebles!!!
>
> It may be in the object collection. It looks familiar.
The block wall in the Object Collection is by Chris Bartlett, written
about a year and a half after Zeger started this thread.
http://lib.povray.org/searchcollection/index2.php?objectName=BlockWall&contributorTag=chrisb
Post a reply to this message
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Whoops, I'm not much into POV-Ray anymore, I'm not even sure I still
have the source for this image :/
And if I do, I'd probably not understand the code anymore :(
Sorry
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I ended up using something mesh-based.
https://github.com/mjhorvath/Mike-Wikipedia-Illustrations/blob/master/Color/rbg_spotlights/rgb_spotlights_d.pov
http://www.infradead.org/~wmp/macro_meshrelief.html
Mike
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