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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip3
Date: 19 Aug 2011 10:18:01
Message: <4e4e7099@news.povray.org>
From the other border of the River Yann, Gancaloon is going to look 
something like this.

Water material based on code by Trevor Quayle; landscape patterned 
texture based on code by Jaime Vives Piqueres.

My next problem now is this. I have an image_map for texturing the 
roads, mostly transparant and which layers nicely over another texture, 
except... if I use this patterned texture I cannot layer over it! I have 
tried patterning the image_map but to no useful result. Any smart idea 
you want to share? ;-)

Thanks!

Thomas


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gancaloon_08a.png


 

From: Jim Holsenback
Subject: Re: Gancaloon - urbanism wip3
Date: 19 Aug 2011 11:12:33
Message: <4e4e7d61$1@news.povray.org>
On 08/19/2011 11:17 AM, Thomas de Groot wrote:
>  From the other border of the River Yann, Gancaloon is going to look
> something like this.
>
> Water material based on code by Trevor Quayle; landscape patterned
> texture based on code by Jaime Vives Piqueres.
>
> My next problem now is this. I have an image_map for texturing the
> roads, mostly transparant and which layers nicely over another texture,
> except... if I use this patterned texture I cannot layer over it! I have
> tried patterning the image_map but to no useful result. Any smart idea
> you want to share? ;-)
>
> Thanks!
>
> Thomas

wow ... making progress! I LIKE where this is going. As far as smart 
ideas ... well I'm bogged down working on a landscape of my own, but am 
making some headway with Bill's height_field function.

Jim


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From: Christian Froeschlin
Subject: Re: Gancaloon - urbanism wip3
Date: 19 Aug 2011 17:45:28
Message: <4e4ed978$1@news.povray.org>
Thomas de Groot wrote:

> My next problem now is this. I have an image_map for texturing the 
> roads, mostly transparant and which layers nicely over another texture, 
> except... if I use this patterned texture I cannot layer over it!

Worst case you can always create a copy of the landscape height_field
translates slightly up just for the roads, so the transparency will show
the lower height_field.

> I have tried patterning the image_map but to no useful result. 

Assuming you can make a road image that is white where the roads
are, black where the roads are not, and somewhat smoothed to avoid
hard edges, you should be able to load it as an image_map, use that
as a pigment_pattern with texture_map, using landscape texture for
0 and road texture for 1.


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip3
Date: 20 Aug 2011 02:46:58
Message: <4e4f5862$1@news.povray.org>
On 19-8-2011 23:45, Christian Froeschlin wrote:

> Worst case you can always create a copy of the landscape height_field
> translates slightly up just for the roads, so the transparency will show
> the lower height_field.
Yes, that should be last resort indeed.

> Assuming you can make a road image that is white where the roads
> are, black where the roads are not, and somewhat smoothed to avoid
> hard edges, you should be able to load it as an image_map, use that
> as a pigment_pattern with texture_map, using landscape texture for
> 0 and road texture for 1.
Yes, that is the way I was thinking too, and started experimenting. I 
see that I am on the right track (no pun intended)... Thanks!

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip3
Date: 20 Aug 2011 04:56:53
Message: <4e4f76d5@news.povray.org>
Yes! Got it at last! :-)

Note that the road pattern has also been incorporated into the 
height_field (done in Geocontrol)

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 21 Aug 2011 04:37:10
Message: <4e50c3b6$1@news.povray.org>
On 13-8-2011 23:01, Joost wrote:
>
> Looks like a interesting project. Curious how it works out (I like cities views
> :-)
>
> For an ancient city (don't know if it's meant to be), a few more alleys may be
> nice. Btw, they can use the axes as a sewer system, they exit nicely in the
> sea...

The way the urbanism is built presently is intended for overview at some 
distance. Real close, a totally different concept should be used where 
more detailed alleyways would be provided. The period of the city is 
some equivalent of 1000 AD, in the southeastern Mediterranean, but it is 
not intended to represent any existing historical setting. It is 
strictly imaginary with only touches of more familiar things.

Good idea about the sewer system. I might create an aqueduct or two 
perhaps ;-)

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 23 Aug 2011 07:51:02
Message: <4e539426@news.povray.org>
Another view of the city, as seen from a boat coming from upstreams.

This is how Lord Dunsany described this part of the river in Idle Days 
on the Yann, from the book A Dreamer's Tales:

[quote]
And now as the sun's last rays were nearly level, we saw the sight that 
I had come to see, for from two mountains that stood on either shore two 
cliffs of pink marble came out into the river, all glowing in the light 
of the low sun, and they were quite smooth and of mountainous altitude, 
and they nearly met, and Yann went tumbling between them and found the sea.
And this was Bar-Wul-Yann, the Gate of Yann, and in the distance through 
that barrier's gap I saw the azure indescribable sea, where little 
fishing-boats went gleaming by.
[/quote]

Note that Lord Dunsany visited the region long before the foundation of 
Gancaloon!

Thomas


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From: Jim Holsenback
Subject: Re: Gancaloon - urbanism wip
Date: 23 Aug 2011 09:04:32
Message: <4e53a560$1@news.povray.org>
On 08/23/2011 08:50 AM, Thomas de Groot wrote:
> Another view of the city, as seen from a boat coming from upstreams.
>
> This is how Lord Dunsany described this part of the river in Idle Days
> on the Yann, from the book A Dreamer's Tales:
>
> [quote]
> And now as the sun's last rays were nearly level, we saw the sight that
> I had come to see, for from two mountains that stood on either shore two
> cliffs of pink marble came out into the river, all glowing in the light
> of the low sun, and they were quite smooth and of mountainous altitude,
> and they nearly met, and Yann went tumbling between them and found the sea.
> And this was Bar-Wul-Yann, the Gate of Yann, and in the distance through
> that barrier's gap I saw the azure indescribable sea, where little
> fishing-boats went gleaming by.
> [/quote]
>
> Note that Lord Dunsany visited the region long before the foundation of
> Gancaloon!
>
> Thomas
Hey nice work ... curious about the camera settings that you are using, 
mind posting a few particulars? I /really/ like how this scene is posed 
... top drawer!


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 24 Aug 2011 03:46:07
Message: <4e54ac3f$1@news.povray.org>
On 23-8-2011 15:04, Jim Holsenback wrote:

>> Thomas
> Hey nice work ... curious about the camera settings that you are using,
> mind posting a few particulars? I /really/ like how this scene is posed
> ... top drawer!

Gladly.

Knowing that the height_field with the city has a scale of <500, 30, 
500> and is centered on the origin with basis at 0.0, and knowing that 
water level is y=0.60; and with the other side of the river being a 
height_field with the same scale and translated <-250, 0, 0>:

//Camera positions:
#declare SceneLook      = 6;  //0=overview; 1=overview River Harbour; 
2=Ruins; 3=orthographic vertical; 4=orthographic vertical for roaming
                               //5=Sikhara; 6=overside Yann; 7=offshore 
Sea Harbour; 8=birdseye Yann mouth; 9=from upriver;

camera {
   #switch(SceneLook)
   #case (0)
     location  <-100, 30, -240.0>
     look_at   <-100,  0,    0.0>
   #break
   #case (1)
     location  <-140, 30, -140.0>
     look_at   <-140,  0,    0.0>
   #break
   #case(2)
     location  <-59.6, 14.3, -234.0>
     look_at   <-80.0, 25.0,    0.0>
   #break
   #case(3)
     orthographic
     location  <0.0, 300.0, 0.0>
     look_at   <0.0,   0.0, 0.0>
   #break
   #case(4)
     orthographic
     location  <-150.0, 100.0, -50.0>
     look_at   <-150.0,   0.0, -50.0>
   #break
   #case(5)
     location  <-100.0, 25.0, -50.0>
     look_at   <-150.0, 10.0,  10.0>
   #break
   #case(6)
     location  <-325.0,  5.0, -150.0>
     look_at   <-100.0, 10.0,   20.0>
   #break
   #case(7)
     location  <-100.0, 100.0, 200.0>
     look_at   <-100.0,  10.0,   0.0>
   #break
   #case(8)
     location  <-200.0, 100.0, 200.0>
     look_at   <-200.0,  10.0,   0.0>
   #break
   #case(9)
     location  <-200.0,  2.0, -200.0>
     look_at   <-200.0, 10.0,    0.0>
   #end
   direction 1.5*z
   right     x*image_width/image_height
   angle 80
}

The large angle generates some deformation which are acceptable is these 
kind of panoramic views.

Just ask if you want any more info.

Thomas


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From: Jim Holsenback
Subject: Re: Gancaloon - urbanism wip
Date: 24 Aug 2011 07:09:59
Message: <4e54dc07$1@news.povray.org>
On 08/24/2011 04:46 AM, Thomas de Groot wrote:
> The large angle generates some deformation which are acceptable is these
> kind of panoramic views.
>
> Just ask if you want any more info.
>
> Thomas

Nope ... I'm good to go. Was just looking for a reality check with a 
somewhat similar setup. Thanks.


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