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> Methinks it is time for a new wip.
>
> Thomas
Maybe too much grass between paver stones. Too regular.
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A+
Ferdinand
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From: Jaime Vives Piqueres
Subject: Re: Gancaloon: River Harbour (wip 3)
Date: 30 Sep 2012 14:49:43
Message: <50689447@news.povray.org>
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On 30/09/12 19:08, MichaelJF wrote:
> Yes, the grass is a very fine addition as are the additional people,
> the luggage, and the flag. May be you can modify the height of the
> grass by random. It's just an idea...
And less patches too... after all, there is a lot of people walking on
it everyday, isn't?
> Your wip becomes better and better!
Indeed... keep us updated, Thomas!
P.S.: Ah... now I understand the pose of the first figure. :)
--
Jaime
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On 30-9-2012 17:35, Stephen wrote:
> Until you need the disk space ;-)
Yes, well, until now, that has not been an issue yet.
> The photos I googled just now don't show what it was like 25 years ago.
> It is the long buildings that remind me of the harbour. Then they were
> just unpainted stone. Now if they are still there they will be decorated
> for tourists. :-(
Yes, I can imagine that. As long as tourists stay away from Gancaloon
the stones will remain bare or plastered (subject to erosion. That has
still to be done.
>
> I like the grass growing between the cobbles, a nice touch.
Yes, but - like others have said - there is still some work to do.
Thomas
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On 30-9-2012 19:08, MichaelJF wrote:
> Yes, the grass is a very fine addition as are the additional people, the
> luggage, and the flag. May be you can modify the height of the grass by random.
> It's just an idea...
Flag? it is the sail of an incoming ship ;-)
The grass still needs work. There is a random height control already
present but it probably needs to be made larger. And other things too.
>
> Your wip becomes better and better!
Thank you indeed!
thomas
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On 30-9-2012 20:49, Jaime Vives Piqueres wrote:
> And less patches too... after all, there is a lot of people walking on
> it everyday, isn't?
Absolutely. It was not yet implemented here because I have some problems
to get the patchiness right as I want it, but it should be there next
time, with thanks to Kirk Andrews who wrote the code in the first place.
> Indeed... keep us updated, Thomas!
I will. Once started, each scene gets a momentum of its own and I need
to take advantage of it before it begins to slow down.
> P.S.: Ah... now I understand the pose of the first figure. :)
<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.
Thomas
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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...". ;)
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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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Attachments:
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Preview of image 'gancaloon.png'
![gancaloon.png](/povray.binaries.images/attachment/%3C506a9838%40news.povray.org%3E/gancaloon.png?preview=1)
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