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Some time ago (way back in 2002) I had a play with using the crackle pigment
in an isosurface to create a city, the results of which can be seen here:
http://evilsuperbrain.com/gallery/misc/inc.php?file=gallery.php&bgID=-1&filter=cracklecity
I decided to revisit that concept because I just noticed how interesting
crackle metric 1 form <-1,0,1> looks, and this is what I came up with!
It makes a more interesting looking city IMO. The roads look a bit wierd at
the moment (but still better than previous roads). Hopefully with a bit of
work on texturing I can get something that's completely procedural but looks
pretty realistic!
Comments & suggestions appreciated!
--
Tek
http://evilsuperbrain.com
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Attachments:
Download 'isocity.jpg' (193 KB)
Preview of image 'isocity.jpg'
![isocity.jpg](/povray.binaries.images/attachment/%3C47e997a1%40news.povray.org%3E/isocity.jpg?ttop=443866&toff=3300&preview=1)
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Tek escribió:
> Some time ago (way back in 2002) I had a play with using the crackle pigment
> in an isosurface to create a city, the results of which can be seen here:
>
http://evilsuperbrain.com/gallery/misc/inc.php?file=gallery.php&bgID=-1&filter=cracklecity
>
> I decided to revisit that concept because I just noticed how interesting
> crackle metric 1 form <-1,0,1> looks, and this is what I came up with!
>
> It makes a more interesting looking city IMO. The roads look a bit wierd at
> the moment (but still better than previous roads). Hopefully with a bit of
> work on texturing I can get something that's completely procedural but looks
> pretty realistic!
>
> Comments & suggestions appreciated!
What the... That is an isosurface?!
Also, huge isosurface *and* radiosity? How long did that beast take to
render? :)
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"Nicolas Alvarez" <nic### [at] gmail is the best com> wrote in message
news:47e9ad6d$1@news.povray.org...
>
> What the... That is an isosurface?!
Oh yes.
> Also, huge isosurface *and* radiosity? How long did that beast take to
> render? :)
35 minutes on an averagely powerful PC!
What it actually is is a series of isosurfaces, each representing a "slice"
of the pattern with different thresholds, hence the buildings are made out
of segments that are thinner at the top. I could do it as a single
isosurface using lots of min & max but it would be much slower.
--
Tek
http://evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:47ea0716$1@news.povray.org...
> "Nicolas Alvarez" <nic### [at] gmail is the best com> wrote in message
> news:47e9ad6d$1@news.povray.org...
>>
>> What the... That is an isosurface?!
>
> Oh yes.
>
>> Also, huge isosurface *and* radiosity? How long did that beast take to
>> render? :)
>
> 35 minutes on an averagely powerful PC!
>
> What it actually is is a series of isosurfaces, each representing a
> "slice" of the pattern with different thresholds, hence the buildings are
> made out of segments that are thinner at the top. I could do it as a
> single isosurface using lots of min & max but it would be much slower.
>
That sounds so much easier than I first imagined
--
-Nekar Xenos-
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"Tek" <tek### [at] evilsuperbrain com> schreef in bericht
news:47ea0716$1@news.povray.org...
>
> What it actually is is a series of isosurfaces, each representing a
> "slice" of the pattern with different thresholds, hence the buildings are
> made out of segments that are thinner at the top. I could do it as a
> single isosurface using lots of min & max but it would be much slower.
>
Hey! That's smart! Have to remember that. Without thinking I would have used
the min and max method in a single isosurface.
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:47ea1a71$1@news.povray.org...
>
> Hey! That's smart! Have to remember that. Without thinking I would have
> used the min and max method in a single isosurface.
Yeah I did it like that to begin with, and it took ages, then I realised I
could do it better ;)
--
Tek
http://evilsuperbrain.com
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From: Thomas de Groot
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 27 Mar 2008 02:42:52
Message: <47eb4ffc@news.povray.org>
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"Tek" <tek### [at] evilsuperbrain com> schreef in bericht
news:47eabc77$1@news.povray.org...
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
> news:47ea1a71$1@news.povray.org...
>>
>> Hey! That's smart! Have to remember that. Without thinking I would have
>> used the min and max method in a single isosurface.
>
> Yeah I did it like that to begin with, and it took ages, then I realised I
> could do it better ;)
>
So simple. So effective... and so obvious once one thinks seriously about
it.
Thomas
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New version, some textures (note the garage doors wherever a road touches a
building). This image was cropped from the original render: a whopping
1920x1200 for my desktop at work! Render time was somewhere around
1hour-ish.
--
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:47e997a1@news.povray.org...
> Some time ago (way back in 2002) I had a play with using the crackle
> pigment
> in an isosurface to create a city, the results of which can be seen here:
>
http://evilsuperbrain.com/gallery/misc/inc.php?file=gallery.php&bgID=-1&filter=cracklecity
>
> I decided to revisit that concept because I just noticed how interesting
> crackle metric 1 form <-1,0,1> looks, and this is what I came up with!
>
> It makes a more interesting looking city IMO. The roads look a bit wierd
> at
> the moment (but still better than previous roads). Hopefully with a bit of
> work on texturing I can get something that's completely procedural but
> looks
> pretty realistic!
>
> Comments & suggestions appreciated!
>
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
Attachments:
Download 'isocity-part.jpg' (532 KB)
Preview of image 'isocity-part.jpg'
![isocity-part.jpg](/povray.binaries.images/attachment/%3C47ec0047%40news.povray.org%3E/isocity-part.jpg?ttop=443866&toff=3300&preview=1)
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Amazing. I don't suppose you'd like to share the code for this??
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Tek wrote:
> New version, some textures (note the garage doors wherever a road touches
> a building). This image was cropped from the original render: a whopping
> 1920x1200 for my desktop at work! Render time was somewhere around
> 1hour-ish.
>
Sweet.
This begs for a fly-thru :)
--
Ger
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