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30 Jul 2024 10:19:27 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Gancaloon: old city
Date: 23 Mar 2013 08:19:37
Message: <514d9dd9$1@news.povray.org>
On 23-3-2013 11:39, Stephen wrote:
>
> Er! That is nice.
> You will remember not to show the tunnel and path leading to the secret


> of coming and going were to be revealed. (As would some of the darker
> inhabitants of your fair town.)  ;-)
>

Your secrets are safe with me... ;-)

Thomas


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From: Stephen
Subject: Re: Gancaloon: old city
Date: 23 Mar 2013 14:18:45
Message: <514df205$1@news.povray.org>
On 23/03/2013 12:19 PM, Thomas de Groot wrote:
>
> Your secrets are safe with me... ;-)
>

They had better be. Because I know where the bodies are buried.
Avast! Me hearty Author.

</aside>Avast in this context, is being used in its original sense. 



-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Gancaloon: old city
Date: 24 Mar 2013 04:26:07
Message: <514eb89f$1@news.povray.org>
On 23-3-2013 19:18, Stephen wrote:
> On 23/03/2013 12:19 PM, Thomas de Groot wrote:
>>
>> Your secrets are safe with me... ;-)
>>
>
> They had better be. Because I know where the bodies are buried.
> Avast! Me hearty Author.
>
> </aside>Avast in this context, is being used in its original sense.


<grin> which reminds me so much of old Moby Dick:

[quote]
Starting at the unforseen concluding exclamation of the so suddenly
scornful old man, Stubb was speechless a moment; then said excitedly,
"I am not used to be spoken to that way, sir; I do but less than half
like it, sir."

"Avast! gritted Ahab between his set teeth, and violently moving
away, as if to avoid some passionate temptation.

"No, sir; not yet," said Stubb, emboldened, "I will not tamely be
called a dog, sir."
[/quote]

Thomas


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From: Stephen
Subject: Re: Gancaloon: old city
Date: 24 Mar 2013 07:57:36
Message: <514eea30$1@news.povray.org>
On 24/03/2013 8:26 AM, Thomas de Groot wrote:

>
> <grin> which reminds me so much of old Moby Dick:
>
> [quote]
> Starting at the unforseen concluding exclamation of the so suddenly
> scornful old man, Stubb was speechless a moment; then said excitedly,
> "I am not used to be spoken to that way, sir; I do but less than half
> like it, sir."
>
> "Avast! gritted Ahab between his set teeth, and violently moving
> away, as if to avoid some passionate temptation.
>
> "No, sir; not yet," said Stubb, emboldened, "I will not tamely be
> called a dog, sir."
> [/quote]
>

This takes it into the realms of OT because that reminds me in turn of 

Opera.
1:33:45 into this, if you are interested.
http://www.youtube.com/watch?v=Pt9RJR6xc48

I know it is nerdy but it's a favourite of mine.


-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Gancaloon: old city
Date: 24 Mar 2013 08:26:41
Message: <514ef101$1@news.povray.org>
On 24-3-2013 12:57, Stephen wrote:
>
> This takes it into the realms of OT because that reminds me in turn of

> Opera.
> 1:33:45 into this, if you are interested.
> http://www.youtube.com/watch?v=Pt9RJR6xc48
>
> I know it is nerdy but it's a favourite of mine.
>
>
Indeed it does but very appropriate nonetheless.

Also a favourite of mine :-)

Thomas


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From: Paolo Gibellini
Subject: Re: Gancaloon: old city
Date: 25 Mar 2013 04:39:30
Message: <51500d42$1@news.povray.org>
> This is definitely better :-)
>
> Thomas
>
It's very fine!
And could be very simple add a pebbled texture at the soil of the old city.
;-)
Paolo


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From: Thomas de Groot
Subject: Re: Gancaloon: old city
Date: 25 Mar 2013 08:22:39
Message: <5150418f$1@news.povray.org>
On 25-3-2013 9:39, Paolo Gibellini wrote:
> It's very fine!
> And could be very simple add a pebbled texture at the soil of the old city.

The streets need of course a good scrubbing ;-)

The most simple, like presently, is based on the height_field texture. 
That needs an overhaul. However, especially for close ups, a street 
surface is needed. That is going to be a different matter and shall be 
built locally when needed.

Thomas


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From: Paolo Gibellini
Subject: Re: Gancaloon: old city
Date: 26 Mar 2013 06:02:31
Message: <51517237$1@news.povray.org>
> The most simple, like presently, is based on the height_field texture.
> That needs an overhaul. However, especially for close ups, a street
> surface is needed. That is going to be a different matter and shall be
> built locally when needed.
>
> Thomas
>
I thought a simple texture based on the use of warp like the example 
posted by Philippe some time ago (tex_Sol_en_galets).
;-)
Paolo


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From: Thomas de Groot
Subject: Re: Gancaloon: old city
Date: 26 Mar 2013 08:51:18
Message: <515199c6@news.povray.org>
On 26-3-2013 11:02, Paolo Gibellini wrote:
  I thought a simple texture based on the use of warp like the example
> posted by Philippe some time ago (tex_Sol_en_galets).

I am not sure I remember that one. Still, it is the texture of the 
complete height_field which shows through, so there would be need of a 
partial reworking.

Thomas


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From: Paolo Gibellini
Subject: Re: Gancaloon: old city
Date: 27 Mar 2013 06:12:06
Message: <5152c5f6$1@news.povray.org>
>Thomas de Groot  on date 26/03/2013 13.51 wrote:
> On 26-3-2013 11:02, Paolo Gibellini wrote:
>   I thought a simple texture based on the use of warp like the example
>> posted by Philippe some time ago (tex_Sol_en_galets).
>
> I am not sure I remember that one. Still, it is the texture of the
> complete height_field which shows through, so there would be need of a
> partial reworking.
>
> Thomas
>
>

Sorry, I don't remember the news, but the code posted by Philippe 
(2007-05-09) was very useful to me to understand the use of warp in 
textures.
It's a silly idea use a duplicate of the height_field clipped by the 
contour of the old city and translated a bit vertically?
Paolo


//Philippe's code
--------------------------------------------------------------------------------
#declare tex_Sol_en_galets_mortier=texture{
	pigment{color rgb <0.898039, 0.85098, 0.733333>}
	finish{diffuse .65}
	normal{granite .6 scale .4}
}

#declare tex_Sol_en_galets_galets=texture{
	pigment{color rgb <0.815686, 0.803922, 0.776471>*1.1}
	finish{
		diffuse .7
		specular .08 roughness .15
	}
	normal{
		average
		normal_map{
			[1.00
			spherical 7
			poly_wave .3
			slope_map{
				[0.00 <0,0>]
				[0.05 <0,0>]
				[0.05 <0,.5>]
				[1.00 <1,0>]
			}
			]
			[1.00 agate .15 ]
		}
	}
}

#declare tex_Sol_en_galets=texture{
	spherical
	poly_wave .3
	texture_map{
		[0.00 tex_Sol_en_galets_mortier]
		[0.05 tex_Sol_en_galets_mortier]
		[0.05 tex_Sol_en_galets_galets]
		[1.00 tex_Sol_en_galets_galets]
	}

	warp{planar}
	rotate -90*x
	scale .5
	translate <.5,0,.5>
	warp{repeat 1.1*x}
	warp{repeat z offset .5*x}
	#local tseg_Warp_scale=.3;
	scale tseg_Warp_scale
	warp{
		turbulence <.3,1.5,.3>
		octaves 4
		lambda 1.5
	}
	scale 1/tseg_Warp_scale
}


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