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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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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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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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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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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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> 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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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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> 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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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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>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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