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From: Thomas de Groot
Subject: Ruined Place - WIP 4
Date: 21 Feb 2008 05:01:56
Message: <47bd4c14@news.povray.org>
Progressing onwards I guess...

The stone texture is now a complex layering of Jim Charter's StainedStones 
macro, Meothuru's corrosion texture, and my own lichen texture. Forget - for 
the time being - the need for better radiosity settings and a finer aa. All 
in due time. I show here the png version to minimize compression artifacts. 
Sorry for the larger file.

I added a height_field with a sand ripple texture. The bad thing is that the 
sand does not react whatsoever with obstacles like the columns. That is 
simply not good enough although the idea itself is sound. So, I shall have 
to think about a way to simulate that...

Thomas


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IonianTempleRuins_2_06.png


 

From: Jaime Vives Piqueres
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 05:30:33
Message: <47bd52c9@news.povray.org>

> The stone texture is now a complex layering of Jim Charter's StainedStones 
> macro, Meothuru's corrosion texture, and my own lichen texture. Forget - for 
> the time being - the need for better radiosity settings and a finer aa. All 
> in due time. 

   Then I think it looks promising... with better radiosity and aa it surely 
will look impressive. The texture looks right, perhaps each block needs it's 
own "gradient y" dirty layer on top. Also, have you tried a much lower point 
of view?

> I added a height_field with a sand ripple texture. The bad thing is that the 
> sand does not react whatsoever with obstacles like the columns. That is 
> simply not good enough although the idea itself is sound. So, I shall have 
> to think about a way to simulate that...

   Perhaps you can remake this heightfield with a top orthographic view of 
the current scene, using something in place of each column to simulate the 
accumulated sand around. This "something" can be perhaps another heighfield 
with an "island-like" shape, randomly rotated for each column... so you 
would get a heighfield with a peak in place of each column. I hope my 
explanation is understandable...

--
Jaime


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 09:54:08
Message: <47bd9090$1@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht 
news:47bd52c9@news.povray.org...

>> The stone texture is now a complex layering of Jim Charter's 
>> StainedStones macro, Meothuru's corrosion texture, and my own lichen 
>> texture. Forget - for the time being - the need for better radiosity 
>> settings and a finer aa. All in due time.
>
>   Then I think it looks promising... with better radiosity and aa it 
> surely will look impressive. The texture looks right, perhaps each block 
> needs it's own "gradient y" dirty layer on top. Also, have you tried a 
> much lower point of view?

the blocks have this gradient (Jim's macro) but it is now somewhat obscured 
by Meothuru's texture (although that one is semi transparant) I shall see 
what I can do.

>
>> I added a height_field with a sand ripple texture. The bad thing is that 
>> the sand does not react whatsoever with obstacles like the columns. That 
>> is simply not good enough although the idea itself is sound. So, I shall 
>> have to think about a way to simulate that...
>
>   Perhaps you can remake this heightfield with a top orthographic view of 
> the current scene, using something in place of each column to simulate the 
> accumulated sand around. This "something" can be perhaps another 
> heighfield with an "island-like" shape, randomly rotated for each 
> column... so you would get a heighfield with a peak in place of each 
> column. I hope my explanation is understandable...
>

Perfectly clear Jaime! I have in fact been thinking exactly in that 
direction and it is something I want to experiment with.

Thomas


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From: Kirk Andrews
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 11:10:00
Message: <web.47bda203d1c20822af0d79570@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
> news:47bd52c9@news.povray.org...

> >> The stone texture is now a complex layering of Jim Charter's
> >> StainedStones macro, Meothuru's corrosion texture, and my own lichen
> >> texture. Forget - for the time being - the need for better radiosity
> >> settings and a finer aa. All in due time.
> >
> >   Then I think it looks promising... with better radiosity and aa it
> > surely will look impressive. The texture looks right, perhaps each block
> > needs it's own "gradient y" dirty layer on top. Also, have you tried a
> > much lower point of view?
>
> the blocks have this gradient (Jim's macro) but it is now somewhat obscured
> by Meothuru's texture (although that one is semi transparant) I shall see
> what I can do.
>

Looking good! I think this texture is a great improvement!

Actually, I would use a slope pigment shifted somewhere between y and x (or
both) so that it appears that dirt has accumulated on top and in the flutes in
the direction wind has blown it.

Also, I really think you need to use some isosurfaces to difference out broken
chunks of your columns.  I think that would add a lot of realism to the scene.

And, just a personal opinion, but I feel like the flutes are a bit too deep.
What would it look like if the flutes were shallower but wider?

-- Kirk


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From: Kirk Andrews
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 11:15:01
Message: <web.47bda2d0d1c20822af0d79570@news.povray.org>
.... and since there are blocks missing in places, maybe put column blocks on
their side at the ground next to the columns?


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From: Warp
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 16:48:52
Message: <47bdf1c4@news.povray.org>
The texture is starting to look a bit better.

  Now what you need is some erosion on those stones. Either with a
normal, surface variation, or both...


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From: Jim Charter
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 21:27:07
Message: <47be32fb@news.povray.org>
Hi Thomas, glad to see you are back on this.  I couldn't resist playing 
around a bit because I thought the antique ruins an interesting subject 
and also I wanted to throw one more idea into your toolkit.
I wanted to play with a method for applying texture which would vary 
with the surface.  As you know, one of the usual ways used is the slope 
pattern, another is to use methods that share the same pattern for both 
distorting a surface (either perturbing the normals or actual 
isosurface), and texturing the surface.  Another method I wanted to try 
was to use the average of a number of object patterns based on the 
object being textured.  Here I used a cylinder of diameter less than 
that of the column and averaged a number of scale changes to create some 
grunge in the column flutes.  I used your lichen pattern for the grunge 
just because it was handy.  I hope this wasn't too presumptuous on my part.

-Jim


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:50:31
Message: <47be8cd7$1@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.47bda203d1c20822af0d79570@news.povray.org...
>
> Looking good! I think this texture is a great improvement!

Thank you, Kirk. Yes, getting there slowly. I am a slow worker and you guys 
are already way ahead of me in giving suggestions for improvements :-)

>
> Actually, I would use a slope pigment shifted somewhere between y and x 
> (or
> both) so that it appears that dirt has accumulated on top and in the 
> flutes in
> the direction wind has blown it.

Yes, that is an excellent idea and one that I should combine with Jim's.

>
> Also, I really think you need to use some isosurfaces to difference out 
> broken
> chunks of your columns.  I think that would add a lot of realism to the 
> scene.

I am not sure. That would be one direction this scene could take. My present 
option is more a place that has been cleaned up to be used for something 
else. Which does not opt out the chunks and such of course. Only, I have not 
yet reached that stage in my visualization of the scene :-)

>
> And, just a personal opinion, but I feel like the flutes are a bit too 
> deep.
> What would it look like if the flutes were shallower but wider?

There are all kind of flutes indeed. I used here the classical feature (also 
in numbers) for the Ionian columns. I still have on my ToDo list a number of 
different columns.


Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:51:15
Message: <47be8d03@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.47bda2d0d1c20822af0d79570@news.povray.org...
> .... and since there are blocks missing in places, maybe put column blocks 
> on
> their side at the ground next to the columns?
>

That is something I am still pondering :-)

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:56:44
Message: <47be8e4c$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schreef in bericht 
news:47bdf1c4@news.povray.org...
>  The texture is starting to look a bit better.

Thanks, Warp, indeed it is. Still a lot to do...

>
>  Now what you need is some erosion on those stones. Either with a
> normal, surface variation, or both...

I am thinking at least about surface variations, either as isosurfaces 
(Kirk's suggestion) or as some different building blocks to be selected 
randomly. As the column segments are already rotated and shifted randomly 
that would be easy to include using an array.

Thomas


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