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30 Jul 2024 10:17:59 EDT (-0400)
  See: povray.beta-test: REquesting user feedback: POV-Ray v3.7 scenes/includes (Message 31 to 40 of 44)  
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From: Thomas de Groot
Subject: Re: See: povray.beta-test: [snip] next version
Date: 5 Mar 2013 02:51:57
Message: <5135a41d$1@news.povray.org>
On 4-3-2013 22:51, Le_Forgeron wrote:
> It would allow to make a lot of money selling the same house more than
> one time, with doors on different side opening to each 3D cube of the
> hypercube.
> I wonder about the associated taxes: based on external 2D projection on
> ground, or actual volumes ?
>
On volumes, I guess. And think about all the room space that becomes 
available: cities could be built much smaller ;-)

Thomas


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From: clipka
Subject: Re: See: povray.beta-test: [snip] next version
Date: 5 Mar 2013 05:18:34
Message: <5135c67a$1@news.povray.org>
Am 05.03.2013 08:51, schrieb Thomas de Groot:
> On 4-3-2013 22:51, Le_Forgeron wrote:
>> It would allow to make a lot of money selling the same house more than
>> one time, with doors on different side opening to each 3D cube of the
>> hypercube.
>> I wonder about the associated taxes: based on external 2D projection on
>> ground, or actual volumes ?
>>
> On volumes, I guess. And think about all the room space that becomes
> available: cities could be built much smaller ;-)

So, would that be called Complex Estate then, or Surreal Estate?


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: [snip] next version
Date: 5 Mar 2013 07:24:25
Message: <5135e3f9$1@news.povray.org>
On 5-3-2013 11:18, clipka wrote:
> So, would that be called Complex Estate then, or Surreal Estate?
>

I would go for Hyper Estate ;-)

Thomas


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From: Alain
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 5 Mar 2013 15:41:35
Message: <5136587f$1@news.povray.org>

> On 4-3-2013 12:38, Christian Froeschlin wrote:
>> but I think its rare within a building to have something like 0.5m
>> height difference between floor corners, leading to all the non-level
>> baselines. If its a steep slope it may get an additional floor (2-3m?)
>> but otherwise I'd expect the floor to be roughly levelled. So the
>> architecture shapes the ground to some extent.
>>
>
> You'd be surprised... ;-)
>
> Thomas

I'm not surprised by such things.

Things like one, two or tree steps inside a house are not uncommon, and 
some times intentional. I've also seen floors showing rather steep 
slopes, with very notable curves, and even un-planed waves about 60cm 
deep by 3~4m long (in a school built in the 60's)...

someone in my family who lived there for about 90 years. The ground 
settled unevenly.


Alain


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/includes
Date: 6 Mar 2013 02:59:53
Message: <5136f779$1@news.povray.org>
On 5-3-2013 21:41, Alain wrote:
> I'm not surprised by such things.
>
> Things like one, two or tree steps inside a house are not uncommon, and
> some times intentional. I've also seen floors showing rather steep
> slopes, with very notable curves, and even un-planed waves about 60cm
> deep by 3~4m long (in a school built in the 60's)...

> someone in my family who lived there for about 90 years. The ground
> settled unevenly.

Absolutely.

I have had an uncle living in a house which core dated back to the 
Middle Ages. There were lots of nooks and crannies, little steps up or 
down from one room or corridor to another, doors and ceilings of 
different heights, etc.

Thomas


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From: BertvdB
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 7 Mar 2013 15:55:01
Message: <web.5138fda38c584ea4d25d21bf0@news.povray.org>
Thomas,
Great concept.
And the next dillemma: Addept the buildings to the terrain or vice versa. The
latter one sometimes called as  "site preparation"


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 8 Mar 2013 03:08:15
Message: <51399c6f$1@news.povray.org>
On 7-3-2013 21:50, BertvdB wrote:
> Thomas,
> Great concept.
> And the next dillemma: Addept the buildings to the terrain or vice versa. The
> latter one sometimes called as  "site preparation"
>
>

Thanks. The former is already done by the code of course through the 
trace function, the latter would not be too difficult by using the Block 
object - which limits the urbanism - in a difference with the 
height_field. In that case, the Block object could also be made more 
interesting, with terraces for instance.

Good idea. :-)


Thomas


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From: BertvdB
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 8 Mar 2013 16:05:03
Message: <web.513a5207c99d80aed25d21bf0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 7-3-2013 21:50, BertvdB wrote:
> > Thomas,
> > Great concept.
> > And the next dillemma: Addept the buildings to the terrain or vice versa. The
> > latter one sometimes called as  "site preparation"
> >
> >
>
> Thanks. The former is already done by the code of course through the
> trace function, the latter would not be too difficult by using the Block
> object - which limits the urbanism - in a difference with the
> height_field. In that case, the Block object could also be made more
> interesting, with terraces for instance.
>
> Good idea. :-)
>
>
> Thomas
I think with a difference you get black holes in your terrain, there must be a
more elegant solution.


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From: Thomas de Groot
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 9 Mar 2013 03:12:37
Message: <513aeef5@news.povray.org>
On 8-3-2013 22:03, BertvdB wrote:
> I think with a difference you get black holes in your terrain, there must be a
> more elegant solution.

Not in my experience. In the attached image the height_field has been 
differenced and shows the surrounding texture.

Thomas


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Attachments:
Download 'gancaloon.png' (858 KB)

Preview of image 'gancaloon.png'
gancaloon.png


 

From: BertvdB
Subject: Re: See: povray.beta-test: REquesting user feedback: POV-Ray v3.7scenes/inc=
Date: 10 Mar 2013 05:20:01
Message: <web.513c4f57c99d80aed25d21bf0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 8-3-2013 22:03, BertvdB wrote:
> > I think with a difference you get black holes in your terrain, there must be a
> > more elegant solution.
>
> Not in my experience. In the attached image the height_field has been
> differenced and shows the surrounding texture.
>
> Thomas
You're wright, I tried it with a isosurface and then you'll get the black holes.
Bert


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