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> On 20-5-2012 8:47, Thomas de Groot wrote:
>> On 19-5-2012 17:07, Alain wrote:
>>> Little detail, great improvement.
>> Yes, isn't it? :-)
>>
>>> For close ups, you can use the tileroof macro. Look for tileroof.inc
>> Indeed, I have that one in my Treasure Chest, although I was not very
>> enthusiastic about Gena's macro at the time, iirc. I have my own macro
>> as well, but I shall certainly have to revisit that ancient one...
>>
>
> I don't know what is was that I did not like (or did not understand more
> probably) in the past, but revisiting the tileroof macros shows me that
> all is working well, except for one little glitch:
>
> The depth of the tile surface is given by the float parameter d.
> However, inside both Roof2() and SaveRoof(), a #local d parameter is
> used as a vector. This can generate an error when d (depth) is used for
> translating the mesh. I changed #local d into #local d1 and all is well.
>
> I also added a normal and a finish block to the macros, to be loaded
> from outside.
>
> The image below shows a test result using Roof1() at left and on top,
> and Roof2() at right, and the texture I built previously for the
> Gancaloon villas.
>
>
You should remove the turbulance. Now, it looks like that roof is
painted using some camouflage pattern...
Alain
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From: Thomas de Groot
Subject: Re: House building - and city building
Date: 21 May 2012 02:40:46
Message: <4fb9e36e@news.povray.org>
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On 21-5-2012 0:23, Alain wrote:
> You should remove the turbulance. Now, it looks like that roof is
> painted using some camouflage pattern...
Real tiles I took the colour from are never of one single colour, hence
the turbulence to try to simulate that. Not perfect at this stage, I agree.
I am making a couple more improvements/corrections to the macros: a
vertex correction; making all the vertex windings consistent; a few
minor writing corrections.
When done, I shall post the update at p.b.scene-files
Thomas
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>Thomas de Groot on date 19/05/2012 16.50 wrote:
> A better roof: a simple cells texture with colours taken from
> Mediterranean roof tiles.
>
> Thomas
It's a nice landscape to see.
Waiting for random people
;-)
Paolo
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From: Thomas de Groot
Subject: Re: House building - and city building
Date: 22 May 2012 02:41:27
Message: <4fbb3517@news.povray.org>
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On 21-5-2012 14:02, Paolo Gibellini wrote:
> >Thomas de Groot on date 19/05/2012 16.50 wrote:
>> A better roof: a simple cells texture with colours taken from
>> Mediterranean roof tiles.
>>
>> Thomas
> It's a nice landscape to see.
> Waiting for random people
> ;-)
Aaah... one day...
Thomas
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From: Paolo Gibellini
Subject: Re: House building - and city building
Date: 22 May 2012 03:15:54
Message: <4fbb3d2a@news.povray.org>
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>> It's a nice landscape to see.
>> Waiting for random people
>> ;-)
>
> Aaah... one day...
>
> Thomas
>
:D
Paolo
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> On 21-5-2012 0:23, Alain wrote:
>
>> You should remove the turbulance. Now, it looks like that roof is
>> painted using some camouflage pattern...
>
> Real tiles I took the colour from are never of one single colour, hence
> the turbulence to try to simulate that. Not perfect at this stage, I agree.
>
> I am making a couple more improvements/corrections to the macros: a
> vertex correction; making all the vertex windings consistent; a few
> minor writing corrections.
>
> When done, I shall post the update at p.b.scene-files
>
> Thomas
I agree with you, but for the colour variations within a single tile,
I'd use a layered transparent or filtering pattern over your actual one.
Alain
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On 22-5-2012 22:27, Alain wrote:
>> On 21-5-2012 0:23, Alain wrote:
>>
>>> You should remove the turbulance. Now, it looks like that roof is
>>> painted using some camouflage pattern...
>>
>> Real tiles I took the colour from are never of one single colour, hence
>> the turbulence to try to simulate that. Not perfect at this stage, I
>> agree.
>>
>
> I agree with you, but for the colour variations within a single tile,
> I'd use a layered transparent or filtering pattern over your actual one.
>
Yes indeed. That will be the next stage of course ;-)
Thomas
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