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On 30-9-2012 20:34, Ferdinand wrote:
> Maybe too much grass between paver stones. Too regular.
The regularity is being worked on indeed.
Thomas
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On 01/10/12 09:13, Thomas de Groot wrote:
> <grin> Interesting isn't? how the perception of an attitude can
> change meaning by addition or deletion of extra elements. At first
> the figure looked to be pondering something, now he is talking to
> somebody else, while his body language has not changed.
Yes.. to me, at first it seemed to be pondering about purchasing the
ship, now it seems to be thinking "I know this guy, but I can't remember
his name...". ;)
--
Jaime
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On 30/09/2012 9:54 PM, Thomas de Groot wrote:
> Methinks it is time for a new wip.
>
> Thomas
Looking better and better.
There is a place called Sudak in Ukraine. It has a Genoese fortress on
a headland to one side of a bay where a small town and harbour are under
its protection / control.
Very similar to your location and style.
Keep it up!
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On 1-10-2012 14:20, Paul Fuller wrote:
> Looking better and better.
Thanks!
> There is a place called Sudak in Ukraine. It has a Genoese fortress on
> a headland to one side of a bay where a small town and harbour are under
> its protection / control.
>
> Very similar to your location and style.
I googled the place and indeed it is. Fascinating those /close encounters/.
> Keep it up!
I will! I will!
Thomas
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 03:31:04
Message: <506a9838@news.povray.org>
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I seem to have seen this before.
1) What is causing these /nice/ rows? becoming visible when I increase
the number of plants? They were already present in the original image
but less conspicuous.
2) And why do they not correspond to the eval_pigment function selection
(black corresponding to the inter-stone area)?
3) No difference with noise_generator 2 or 3.
Thomas
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 03:43:08
Message: <506a9b0c@news.povray.org>
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This example, with patchiness, illustrates a bit more question 2.
Thomas
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From: Jaime Vives Piqueres
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 06:42:48
Message: <506ac528$1@news.povray.org>
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On 02/10/12 09:30, Thomas de Groot wrote:
> I seem to have seen this before.
>
> 1) What is causing these /nice/ rows? becoming visible when I
> increase the number of plants? They were already present in the
> original image but less conspicuous.
>
> 2) And why do they not correspond to the eval_pigment function
> selection (black corresponding to the inter-stone area)?
>
> 3) No difference with noise_generator 2 or 3.
>
> Thomas
Difficult to say without the code... do you use totally random point's
over the floor to evaluate the pigment?
--
Jaime
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 07:05:07
Message: <506aca63$1@news.povray.org>
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On 2-10-2012 12:42, Jaime Vives Piqueres wrote:
> Difficult to say without the code... do you use totally random point's
> over the floor to evaluate the pigment?
Yes, flat distribution. I either used rand, RRand, or Vrand_In_Box, with
identical results.
I have now found that eval_pigment is the culprit. I probably need to
rotate by 90*x the used image_map before testing the locations.
Thomas
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 07:21:01
Message: <506ace1d@news.povray.org>
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Lunch was the trigger :-)
I have made the mistake before: forgetting to rotate an image_map by 90
degrees around the x-axis before using it in a scene. As a consequence,
eval_pigment did not do its job correctly.
This is now corrected (see image).
[deep, strong voice in dark vault] Beware! Bewaare!! Always rotate your
maps! [voice recedes slowly in distance]
Thomas
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From: Jaime Vives Piqueres
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 2 Oct 2012 07:25:02
Message: <506acf0e@news.povray.org>
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On 02/10/12 13:20, Thomas de Groot wrote:
> Lunch was the trigger :-)
>
> I have made the mistake before: forgetting to rotate an image_map by
> 90 degrees around the x-axis before using it in a scene. As a
> consequence, eval_pigment did not do its job correctly.
>
> This is now corrected (see image).
>
> [deep, strong voice in dark vault] Beware! Bewaare!! Always rotate
> your maps! [voice recedes slowly in distance]
>
> Thomas
Ah... now makes sense: you were evaluation the side of the image,
which is usually a bunch of lines... ;)
--
Jaime
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