POV-Ray : Newsgroups : povray.binaries.images : PoVEarth, day #2 Server Time
6 Nov 2024 04:18:21 EST (-0500)
  PoVEarth, day #2 (Message 1 to 5 of 5)  
From: Jörg 'Yadgar' Bleimann
Subject: PoVEarth, day #2
Date: 15 Jul 2008 17:20:04
Message: <487d1484@news.povray.org>
High!

Second day of the PoVEarth project... meanwhile, I calculated the 
coordinates for the Local Model, added a ground plane (with a simple 
standard texture for bare soil) and placed the apartment box 
(provisionally) 6.4 metres above it. Now also the sky is no longer 
completely stupid, it looks remotely like a fine day on Terra...

The camera position is that of a pedestrian standing in the middle of 
the suburban side street where I live, looking south-eastward.

Watch out for more!

See you in Khyberspace!

Yadgar


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From: Reactor
Subject: Re: PoVEarth, day #2
Date: 15 Jul 2008 18:35:00
Message: <web.487d254da89311484a226ad00@news.povray.org>
=?ISO-8859-15?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> High!
>
> Second day of the PoVEarth project... meanwhile, I calculated the
> coordinates for the Local Model, added a ground plane (with a simple
> standard texture for bare soil) and placed the apartment box
> (provisionally) 6.4 metres above it. Now also the sky is no longer
> completely stupid, it looks remotely like a fine day on Terra...
>
> The camera position is that of a pedestrian standing in the middle of
> the suburban side street where I live, looking south-eastward.
>
> Watch out for more!
>
> See you in Khyberspace!
>
> Yadgar


Are you planning on placing your objects via script or macro, and are you using
a modeling tool?
Before I started experimenting with wings3d, I found complex shapes
prohibitively hard to produce by hand via SDL/

-Reactor


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From: Jörg 'Yadgar' Bleimann
Subject: Re: PoVEarth, day #2
Date: 15 Jul 2008 19:17:00
Message: <487d2fec@news.povray.org>
High!

Reactor schrieb:

> Are you planning on placing your objects via script or macro, and are you using
> a modeling tool?
> Before I started experimenting with wings3d, I found complex shapes
> prohibitively hard to produce by hand via SDL/

For curved structures such as roads and sidewalks, I probably will use a 
Python script converting GIMP bezier paths into PoV-Ray splines... but 
more rectangular structures (like most buildings), for the time being, I 
could do with simple CSG!

See you on www.khyberspace.de!

Yadgar


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From: Christian Froeschlin
Subject: Re: PoVEarth, day #2
Date: 16 Jul 2008 15:43:22
Message: <487e4f5a@news.povray.org>


> For curved structures such as roads and sidewalks, I probably will use a 
> Python script converting GIMP bezier paths into PoV-Ray splines... but 
> more rectangular structures (like most buildings), for the time being, I 
> could do with simple CSG!

BTW, you should familiarize yourself with scaling issues and
floating point accuracy if those buildings are then intended
to be placed on an earth-sized sphere.


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From: Jörg 'Yadgar' Bleimann
Subject: Re: PoVEarth, day #2
Date: 16 Jul 2008 18:47:23
Message: <487e7a7b$1@news.povray.org>
High!

Christian Froeschlin schrieb:

> BTW, you should familiarize yourself with scaling issues and
> floating point accuracy if those buildings are then intended
> to be placed on an earth-sized sphere.

In fact, I did!

// SCALE LEVEL VIEW FLAGS

#declare cosmic=0;
#declare global=0;
#declare regional=0;
#declare loc=1;
#declare microloc=0;

[...]

// SCALING FACTORS

#if (cosmic)
   #declare f=100000; // 1 POV unit = 100 kilometres
   #else
     #if (global)
       #declare f=1000; // 1 POV unit = 1 kilometre
       #else // regional, local and microlocal view
         #declare f=1;  // 1 POV unit = 1 metre
         #if (regional)
         #else
           #if (loc)
             #declare trans=<247.38, 0, 248>/f; // coordinate origin for 
local model
           #end
        #end
     #end
#end

// end of listing slice

I'm pretty aware that in the "global" model, the smallest object to be 
rendered correctly will be about 1 km/12500 = 8 cms across... probably I 
will "fine-tune" the scaling factors later on! In the long run, we also 
could hope for a smaller epsilon value with the version 4.0 - and, of 
course, faster CPUs!

See you in Khyberspace!

Yadgar


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