POV-Ray : Newsgroups : povray.binaries.images : See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes Server Time
30 Jul 2024 06:18:45 EDT (-0400)
  See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes (Message 11 to 20 of 44)  
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From: clipka
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 28 Feb 2013 03:17:49
Message: <512f12ad@news.povray.org>
Am 28.02.2013 08:58, schrieb Thomas de Groot:
> On 27-2-2013 21:43, Karl Anders wrote:
>> Nice, very interesting...
>>
>> But I see two floating domes not affixed to a roof: one one the left
>> side and
>> one just right of the middle...
>
> Good spotting! That is the result of an incomplete difference. The domes
> are not floating but partially cut off at their base. Easy to correct;
> however, that will result in incomplete domes. The consequence of this
> incremental city building.

Collect the domes separately, maybe?


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 28 Feb 2013 04:18:51
Message: <512f20fb$1@news.povray.org>
On 28-2-2013 9:17, clipka wrote:
> Collect the domes separately, maybe?
>

Yes, I suppose so. Presently the domes are selected during the iteration 
process and thus can be cut off during a later iteration.

I could collect the domes separately by writing their position to file 
during the iteration process, however the same problem would occur if 
the underlying building has been partly differenced in the mean time...

Not sure how to solve that...

I am putting a sample file in p.b.s-f

Thomas


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 28 Feb 2013 07:47:01
Message: <512f51c5$1@news.povray.org>
On 28-2-2013 10:18, Thomas de Groot wrote:
> Not sure how to solve that...

I have found an elegant solution by extending the dome with a cylinder 
and writing/reading the dome location and scale data.

A new scene version is to be found in p.b.s-f

Thomas


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes
Date: 28 Feb 2013 07:56:28
Message: <512f53fc@news.povray.org>
This shows the latest version.

Thomas


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Attachments:
Download 'urbanism2_test.png' (413 KB)

Preview of image 'urbanism2_test.png'
urbanism2_test.png


 

From: Dre
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 28 Feb 2013 18:20:39
Message: <512fe647$1@news.povray.org>
On 28/02/2013 11:56 PM, Thomas de Groot wrote:
> This shows the latest version.
>
> Thomas

This is neat!

Its got me thinking about road and ground textures.

Based on the location of the buildings, what would be the easiest way to 
texture the ground?  So the ground texture between the buildings have a 
different texture to the ground texture at the base of the buildings?

You have the data for where the buildings are but how do you translate 
that into a ground texture pattern?

Cheers Dre


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 1 Mar 2013 03:04:01
Message: <513060f1$1@news.povray.org>
On 1-3-2013 0:20, Dre wrote:
> This is neat!

:-)

>
> Its got me thinking about road and ground textures.
>
> Based on the location of the buildings, what would be the easiest way to
> texture the ground?  So the ground texture between the buildings have a
> different texture to the ground texture at the base of the buildings?

The quick and dirty solution is: Don't bother about the ground /under/ 
the buildings; it is invisible ;-)  So, just one texture is needed.

That being said however...

>
> You have the data for where the buildings are but how do you translate
> that into a ground texture pattern?

I have no idea presently.

Thomas


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From: Jellby
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes
Date: 1 Mar 2013 13:17:11
Message: <qh770a-oak.ln1@meles.unex.es>
Thomas de Groot wrote:

> This shows the latest version.
> 
> Thomas

You may want to avoid too small differences between floor heights, as in the 
bottom left corner of the town

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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From: Alain
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes
Date: 1 Mar 2013 15:59:20
Message: <513116a8$1@news.povray.org>

> Thomas de Groot wrote:
>
>> This shows the latest version.
>>
>> Thomas
>
> You may want to avoid too small differences between floor heights, as in the
> bottom left corner of the town
>

In real life, you can have cases when you have prety small elevation 
differences between roofs or floors, especialy when they belong to 
different buildings.
I have seen case with a difference of about 0.5 to 5 cm.
In some cases, it's a mather of the ground under one of the buildings 
been slightly less hard or compact. This can appen when the later 
building is built a few years later over a former court yard.
The former building had time to settle down, then, the newer building, 
built flush with the older one, get to settle down. It can also cause 
some serious cracking and bending of the walls and floors...


Alain


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From: Christian Froeschlin
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 1 Mar 2013 20:50:12
Message: <51315ad4$1@news.povray.org>
Thomas de Groot wrote:

>> You have the data for where the buildings are but how do you translate
>> that into a ground texture pattern?
> 
> I have no idea presently.

Depending on how the data looks like

1. If you have some sort of geometric data (corners of the boxes
for the building base or suchlike) you can use it to create somewhat
larger boxes for use in an object pattern.

2. If you have some sort of floor plan as an image_map or similar,
you can use 2d image processing methods to produce an image where
the building locations are expanded by some amount (e.g. using a
minimum/maximum filter, depending on the software you have you can
also simlpy apply some smooothing).


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 2 Mar 2013 03:01:04
Message: <5131b1c0$1@news.povray.org>
On 1-3-2013 21:59, Alain wrote:

>> You may want to avoid too small differences between floor heights, as
>> in the
>> bottom left corner of the town
>>
>
> In real life, you can have cases when you have prety small elevation
> differences between roofs or floors, especialy when they belong to
> different buildings.
> I have seen case with a difference of about 0.5 to 5 cm.
> In some cases, it's a mather of the ground under one of the buildings
> been slightly less hard or compact. This can appen when the later
> building is built a few years later over a former court yard.
> The former building had time to settle down, then, the newer building,
> built flush with the older one, get to settle down. It can also cause
> some serious cracking and bending of the walls and floors...

Exactly so.

Thomas


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