POV-Ray : Newsgroups : povray.binaries.images : Stone Wall Server Time
1 Aug 2024 08:19:53 EDT (-0400)
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From: Chris B
Subject: Re: Stone Wall
Date: 22 Dec 2008 12:26:14
Message: <494fcdb6@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote in message 
news:web.494fc3c55ad54a0cfd38c63e0@news.povray.org...
> "Chris B" <nom### [at] nomailcom> wrote:
>> I'm just putting the finishing touches to a macro to generate block walls
>> and stone walls.
>> Here's a little taste of what it does:
>
> Very pretty. Spline-based?
>
> A.D.B.
>

The top one is.
The bottom one uses an array of corner points.
It's actually a set of macros that use interchangeable block styles.
I tried to think of all the different ways to define a wall and did a macro
for each.

Here's one where you specify the extents of a box and it puts a perimeter
wall inside it. The holes are just CSG.


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From: Anthony D  Baye
Subject: Re: Stone Wall
Date: 22 Dec 2008 22:45:00
Message: <web.49505df25ad54a0cfd38c63e0@news.povray.org>
"Chris B" <nom### [at] nomailcom> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote in message
> news:web.494fc3c55ad54a0cfd38c63e0@news.povray.org...
> > "Chris B" <nom### [at] nomailcom> wrote:
> >> I'm just putting the finishing touches to a macro to generate block walls
> >> and stone walls.
> >> Here's a little taste of what it does:
> >
> > Very pretty. Spline-based?
> >
> > A.D.B.
> >
>
> The top one is.
> The bottom one uses an array of corner points.
> It's actually a set of macros that use interchangeable block styles.
> I tried to think of all the different ways to define a wall and did a macro
> for each.
>
> Here's one where you specify the extents of a box and it puts a perimeter
> wall inside it. The holes are just CSG.

WANT!

A.D.B.


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From: Thomas de Groot
Subject: Re: Stone Wall
Date: 23 Dec 2008 04:06:54
Message: <4950aa2e$1@news.povray.org>
"Chris B" <nom### [at] nomailcom> schreef in bericht 
news:494f77b9@news.povray.org...
> I'm just putting the finishing touches to a macro to generate block walls
> and stone walls.
> Here's a little taste of what it does:
>
>

Oh! Ah! This is very nice!
I was cleaning up my collection of macros and came across a similar one by 
Dave Blandston, some years ago. That was not as good as yours definitely. 
Makes me think of your stonecol macro though.

Thomas


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From: Chris B
Subject: Re: Stone Wall
Date: 24 Dec 2008 09:33:22
Message: <49524832@news.povray.org>
"Chris B" <nom### [at] nomailcom> wrote in message 
news:494f77b9@news.povray.org...
> I'm just putting the finishing touches to a macro to generate block walls
> and stone walls.
> Here's a little taste of what it does:
>


Here's an attempt to show the block-based walling in a better light:


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From: Chris B
Subject: Re: Stone Wall
Date: 24 Dec 2008 09:38:43
Message: <49524973@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:4950aa2e$1@news.povray.org...
>
> "Chris B" <nom### [at] nomailcom> schreef in bericht
> news:494f77b9@news.povray.org...
>> I'm just putting the finishing touches to a macro to generate block walls
>> and stone walls.
>> Here's a little taste of what it does:
>>
>>
>
> Oh! Ah! This is very nice!
> I was cleaning up my collection of macros and came across a similar one by
> Dave Blandston, some years ago. That was not as good as yours definitely.
> Makes me think of your stonecol macro though.
>
> Thomas
>

Ah yes! Stonecol is very old and used height fields, whereas this new macro 
actually defines the individual blocks. It does though perhaps betray the 
obsession that I've had with getting credible looking masonry over the years 
:-)


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From: Chris B
Subject: Re: Stone Wall
Date: 24 Dec 2008 11:44:58
Message: <4952670a@news.povray.org>
"Chris B" <nom### [at] nomailcom> wrote in message 
news:494f77b9@news.povray.org...
> I'm just putting the finishing touches to a macro to generate block walls
> and stone walls.

It's done.
It's available on the Object Collection at http://lib.povray.org called 
StoneWall.

Happy XMass


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From: Marc-Hendrik Bremer
Subject: Re: Stone Wall
Date: 25 Dec 2008 06:42:55
Message: <495371bf$1@news.povray.org>
Chris B wrote:
> "Chris B" <nom### [at] nomailcom> wrote in message
> news:494f77b9@news.povray.org...
>> I'm just putting the finishing touches to a macro to generate block
>> walls and stone walls.
>
> It's done.
> It's available on the Object Collection at http://lib.povray.org
> called StoneWall.
>
> Happy XMass

It is "BlockWall", isn't it?

Thanks for the good work!

Greetings,
Marc-Hendrik


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From: Chris B
Subject: Re: Stone Wall
Date: 25 Dec 2008 15:58:23
Message: <4953f3ef$1@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message 
news:495371bf$1@news.povray.org...
> Chris B wrote:
>> "Chris B" <nom### [at] nomailcom> wrote in message
>> news:494f77b9@news.povray.org...
>>> I'm just putting the finishing touches to a macro to generate block
>>> walls and stone walls.
>>
>> It's done.
>> It's available on the Object Collection at http://lib.povray.org
>> called StoneWall.
>>
>> Happy XMass
>
> It is "BlockWall", isn't it?
>
> Thanks for the good work!
>
> Greetings,
> Marc-Hendrik

Ah Yes! Sorry. You're totally right.


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From: Nicolas Alvarez
Subject: Re: Stone Wall
Date: 26 Dec 2008 18:20:34
Message: <495566c2@news.povray.org>
All your images (especially the top one in the first message) have way too
many JPEG artifacts :(


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From: Chris B
Subject: Re: Stone Wall
Date: 26 Dec 2008 19:05:46
Message: <4955715a@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailcom> wrote in message 
news:495566c2@news.povray.org...
> All your images (especially the top one in the first message) have way too
> many JPEG artifacts :(
>

I did use a very high jpg compression because these are the images that went 
into the online documentation at 
http://lib.povray.org/collection/blockwall/chrisb%201.0/blockwall.html, 
where there are quite a lot of different examples, so I was conscious of the 
total dsplay time. Anyway, here's an 800x600 AA0.3 with a 90% jpg quality 
setting.

Also, when you download the object you can readily regenerate all of the 
images artifact free at whatever resolution you want using animation options 
+kfi0 +kff20 and by setting Example=frame_number at the top of the scene 
file. It takes about 15 minutes to generate the 19 images at 800x600 AA0.3 
using 3.7 on a 4 way machine (images 11 and 16 are blank).


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