POV-Ray : Newsgroups : povray.binaries.images : See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes Server Time
30 Jul 2024 10:11:55 EDT (-0400)
  See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes (Message 15 to 24 of 44)  
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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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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 2 Mar 2013 03:06:52
Message: <5131b31c$1@news.povray.org>
On 2-3-2013 2:50, Christian Froeschlin wrote:
> 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.

In this case the buildings are randomly dispersed within a pre-defined 
object. Writing away the geometric data would be possible, without 
knowing what the final union of buildings would look like however.

>
> 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).

The block object defining the contours of the building union can be 
drawn according to an image_map of street patterns on the underlying 
height_field.

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: 2 Mar 2013 03:39:40
Message: <5131bacc@news.povray.org>
Illustrating my answer to MichaelJF in p.b.s-f (Note 2); here using a 
different set of basic building elements (on its way to Gancaloon use).

T


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Attachments:
Download 'urbanism2_test.png' (482 KB)

Preview of image 'urbanism2_test.png'
urbanism2_test.png


 

From: Thomas de Groot
Subject: Re: See: povray.beta-test: [snip] next version
Date: 3 Mar 2013 07:47:54
Message: <5133467a@news.povray.org>
This is an improved version. Note that a next step would be to clean up 
the inner spaces of the houses ;-)

Improved code in p.b.s-f

Thomas


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Attachments:
Download 'urbanism2_test.png' (394 KB)

Preview of image 'urbanism2_test.png'
urbanism2_test.png


 

From: Alain
Subject: Re: See: povray.beta-test: [snip] next version
Date: 3 Mar 2013 14:24:52
Message: <5133a384@news.povray.org>

> This is an improved version. Note that a next step would be to clean up
> the inner spaces of the houses ;-)
>
> Improved code in p.b.s-f
>
> Thomas

Now, add the possibility to have non-square buildings and some with 5, 
6, 7 or even more sides. Appen all the time when the neibouring 
buildings are not aligned to some orthographic gird.


Alain


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