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With the new urbanism macro in place, here is a state of the art view of
the old city behind the harbour of Gancaloon.
Thomas
Post a reply to this message
Attachments:
Download 'gancaloon_old city_02.jpg' (221 KB)
Preview of image 'gancaloon_old city_02.jpg'

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On 20/03/2013 1:00 PM, Thomas de Groot wrote:
> With the new urbanism macro in place, here is a state of the art view of
> the old city behind the harbour of Gancaloon.
It is looking good, especially for an "old" town. ;-)
BTW How should we pronounce Gancaloon?
--
Regards
Stephen
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On 20-3-2013 15:06, Stephen wrote:
>
> It is looking good, especially for an "old" town. ;-)
>
> BTW How should we pronounce Gancaloon?
>
>
I am well satisfied by the result indeed. 2300 houses were built in
record time and shelter now a large part of the citizen. I shall add
some palm trees here and there.
According to my /historical overview/ ;-) the pronunciation should be:
[quote]
The name and pronunciation of the city was originally /Gang-alone/ but
influence of foreign traders changed the pronunciation into /Gang-kaloon/.
[/quote]
Thomas
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>Thomas de Groot on date 20/03/2013 14.00 wrote:
> With the new urbanism macro in place, here is a state of the art view of
> the old city behind the harbour of Gancaloon.
>
> Thomas
A very good town. Now... some random laundry hanging at the windows...
;-)
Paolo
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On 20-3-2013 16:40, Paolo Gibellini wrote:
> A very good town. Now... some random laundry hanging at the windows...
> ;-)
> Paolo
Thanks! That shall probably be implemented some day indeed. It was
something I was already considering :-)
Thomas
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On 20/03/2013 3:12 PM, Thomas de Groot wrote:
> On 20-3-2013 15:06, Stephen wrote:
>>
>> It is looking good, especially for an "old" town. ;-)
>>
>> BTW How should we pronounce Gancaloon?
>>
>>
>
> I am well satisfied by the result indeed. 2300 houses were built in
> record time and shelter now a large part of the citizen. I shall add
> some palm trees here and there.
>
It is looking organic, the way an old town should be.
> According to my /historical overview/ ;-) the pronunciation should be:
>
> [quote]
> The name and pronunciation of the city was originally /Gang-alone/ but
> influence of foreign traders changed the pronunciation into /Gang-kaloon/.
> [/quote]
>
Thank you, I prefer the olden one. It is almost "gang a' lane" which is
Scots for walk or travel by yourself.
So I might "gang alane tae Gancaloon". ;-)
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> With the new urbanism macro in place, here is a state of the art view of
> the old city behind the harbour of Gancaloon.
>
> Thomas
Wonderful work again. Only one remark. The city wall is not surrounding the city
completely which is a bit unusaul IMO. What is this structure to the right?
There seems to be a citadel to the upper left, a temple straight ahead but I
have no idea for the structure at the upper right.
Best regards,
Michael
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Thomas de Groot <tho### [at] degroot org> wrote:
> With the new urbanism macro in place, here is a state of the art view of
> the old city behind the harbour of Gancaloon.
>
> Thomas
Hi Thomas,
Very impressive, are all the buildings generated by the macro or just the main
town buildings (I mean not the ones in the harbour).
Also, is the wall part of the macro?
Do all your close up scenes I have seen posted use this macro as well?
Sean
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this keeps getting better and better. :)
Thomas de Groot <tho### [at] degroot org> wrote:
> On 20-3-2013 15:06, Stephen wrote:
> >
> > It is looking good, especially for an "old" town. ;-)
> >
> > BTW How should we pronounce Gancaloon?
> >
> >
>
> I am well satisfied by the result indeed. 2300 houses were built in
> record time and shelter now a large part of the citizen. I shall add
> some palm trees here and there.
>
> According to my /historical overview/ ;-) the pronunciation should be:
>
> [quote]
> The name and pronunciation of the city was originally /Gang-alone/ but
> influence of foreign traders changed the pronunciation into /Gang-kaloon/.
> [/quote]
oh, perhaps an old city inhabitted by british then taken by greeks? ;)
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and BTW, looks like an excellent setting for Assassin's Creed. expect to be
contacted by Ubisoft soon for royalties... :)
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On 20-3-2013 21:37, MichaelJF wrote:
>
> Wonderful work again. Only one remark. The city wall is not surrounding the city
> completely which is a bit unusaul IMO. What is this structure to the right?
> There seems to be a citadel to the upper left, a temple straight ahead but I
> have no idea for the structure at the upper right.
Thanks indeed Michael. This is only a partial view of the city. See
image for a total view of the state of the art.
To the left, is the Citadel indeed; to the right is the Old Palace, a
derelict structure that was the residence of the Satraps before the
Uprising of [...]. The Citadel is their residence hence forward.
The Old Palace is only outlined and not yet modelled properly.
Thomas
Post a reply to this message
Attachments:
Download 'gancaloon_17.jpg' (141 KB)
Preview of image 'gancaloon_17.jpg'

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El 20/03/13 14:00, Thomas de Groot escribió:
> With the new urbanism macro in place, here is a state of the art view
> of the old city behind the harbour of Gancaloon.
>
> Thomas
Looking fantastic already... my only complaint about the town is that
the scale seems a bit too big respect to the port buildings.
--
Jaime
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On 21-3-2013 9:04, Jaime Vives Piqueres wrote:
> Looking fantastic already... my only complaint about the town is that
> the scale seems a bit too big respect to the port buildings.
Thanks Jaime.
No, the scale is exactly identical/proportional. Wait for a view at
ground level.
Thomas
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On 21-3-2013 1:29, s.day wrote:
> Very impressive, are all the buildings generated by the macro or just the main
> town buildings (I mean not the ones in the harbour).
Only the houses forming the city blocks are generated by the macro.
>
> Also, is the wall part of the macro?
No, the walls are built separately.
>
> Do all your close up scenes I have seen posted use this macro as well?
No again. The macro is has just been finished recently. The close up
scenes first showed a crude simulation of sprawling urbanism that only
looked believable from far away, then recently a first approximation of
city blocks modelled by hand but not really satisfying.
From now on, the macro will be used.
Thomas
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El 21/03/13 09:09, Thomas de Groot escribió:
> No, the scale is exactly identical/proportional. Wait for a view at
> ground level.
Hmmm... perhaps it's the windows size?
--
Jaime
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On 21-3-2013 9:21, Jaime Vives Piqueres wrote:
> El 21/03/13 09:09, Thomas de Groot escribió:
>> No, the scale is exactly identical/proportional. Wait for a view at
>> ground level.
>
> Hmmm... perhaps it's the windows size?
That may be possible indeed. I still have to tune the shapes. One side
effect of the macro (the random scaling) can make the windows a bit too
large in some cases. Also the black texture simulating the interior
contrasts too much and increases the effect probably.
Thomas
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On 21-3-2013 9:21, Jaime Vives Piqueres wrote:
> El 21/03/13 09:09, Thomas de Groot escribió:
>> No, the scale is exactly identical/proportional. Wait for a view at
>> ground level.
>
> Hmmm... perhaps it's the windows size?
>
Yes, I think the window size is an issue.
Thomas
Post a reply to this message
Attachments:
Download 'gancaloon.jpg' (236 KB)
Preview of image 'gancaloon.jpg'

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Thomas de Groot <tho### [at] degroot org> wrote:
> On 21-3-2013 9:21, Jaime Vives Piqueres wrote:
> > El 21/03/13 09:09, Thomas de Groot escribió:
> >> No, the scale is exactly identical/proportional. Wait for a view at
> >> ground level.
> >
> > Hmmm... perhaps it's the windows size?
> >
>
> Yes, I think the window size is an issue.
>
> Thomas
A nice view, maybe also the window position rather than size. Some of the
windows appear to be in the middle of the floor they are on, most windows are
slighty higher than the middle.
Sean
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On 21-3-2013 9:21, Jaime Vives Piqueres wrote:
> El 21/03/13 09:09, Thomas de Groot escribió:
>> No, the scale is exactly identical/proportional. Wait for a view at
>> ground level.
>
> Hmmm... perhaps it's the windows size?
>
This is definitely better :-)
Thomas
Post a reply to this message
Attachments:
Download 'gancaloon.jpg' (236 KB)
Preview of image 'gancaloon.jpg'

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On 21-3-2013 13:35, s.day wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
> A nice view, maybe also the window position rather than size. Some of the
> windows appear to be in the middle of the floor they are on, most windows are
> slighty higher than the middle.
>
Yes, but the upper part of the (top) floors also contains the roof
terrace. So, it is a bit of an optical illusion ;-)
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 21-3-2013 9:21, Jaime Vives Piqueres wrote:
> > El 21/03/13 09:09, Thomas de Groot escribió:
> >> No, the scale is exactly identical/proportional. Wait for a view at
> >> ground level.
> >
> > Hmmm... perhaps it's the windows size?
> >
>
> This is definitely better :-)
>
> Thomas
Yes, definitely size then..
Wish my re-renders could run that fast :-(
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On 21-3-2013 13:51, s.day wrote:
> Yes, definitely size then..
>
> Wish my re-renders could run that fast :-(
>
LOL. This was a fairly simple matter to do. Your lamp is much more
complex and demands a much higher degree of render precision.
Thomas
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El 21/03/13 13:43, Thomas de Groot escribió:
> This is definitely better :-)
Much better, indeed... now they look very realistic.
--
Jaime
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 20-3-2013 21:37, MichaelJF wrote:
> >
> > Wonderful work again. Only one remark. The city wall is not surrounding the city
> > completely which is a bit unusaul IMO. What is this structure to the right?
> > There seems to be a citadel to the upper left, a temple straight ahead but I
> > have no idea for the structure at the upper right.
>
> Thanks indeed Michael. This is only a partial view of the city. See
> image for a total view of the state of the art.
>
> To the left, is the Citadel indeed; to the right is the Old Palace, a
> derelict structure that was the residence of the Satraps before the
> Uprising of [...]. The Citadel is their residence hence forward.
>
> The Old Palace is only outlined and not yet modelled properly.
>
> Thomas
Ah, this explains a much. Seems you have very detailed plans for your city. And
seems we can admire the or other wonderful detail of Gancaloon in the future.
Best regards,
Michael
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On 21-3-2013 21:03, MichaelJF wrote:
> Ah, this explains a much. Seems you have very detailed plans for your city. And
> seems we can admire the or other wonderful detail of Gancaloon in the future.
To tell the truth, the city grows in an organic way. It complies to the
outline story about Iskander I have in my mind, and to the fuzzy overall
city plan I have in my mind too. Following inspiration and/or haphazard
focussing, new elements are added, at first as placeholders or outlines
(like the Palace), then into increasing details. Sometimes the story
follows the city building, sometimes the city adapts itself to the story.
So, yes. Besides already known views that are changed/improved, new
scenes should see the light too I hope.
Thomas
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On 21-3-2013 19:33, Jaime Vives Piqueres wrote:
> El 21/03/13 13:43, Thomas de Groot escribió:
>> This is definitely better :-)
>
> Much better, indeed... now they look very realistic.
>
It is the way in which I work: I start with crude approximations and
refine as needed. The danger however is that I forget to refine properly
enough, and sometimes I am just too lazy ;-)
Thomas
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On 20-3-2013 18:17, Stephen wrote:
> Thank you, I prefer the olden one. It is almost "gang a' lane" which is
> Scots for walk or travel by yourself.
>
> So I might "gang alane tae Gancaloon". ;-)
>
LOL Very good Stephen, but don't stay /alane/ in Gancaloon...
Thomas
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On 22/03/2013 9:23 AM, Thomas de Groot wrote:
> On 20-3-2013 18:17, Stephen wrote:
>
>> Thank you, I prefer the olden one. It is almost "gang a' lane" which is
>> Scots for walk or travel by yourself.
>>
>> So I might "gang alane tae Gancaloon". ;-)
>>
>
> LOL Very good Stephen, but don't stay /alane/ in Gancaloon...
>
No fear! Not after that time the Satrap’s men found me in The Secret
Garden. I barely escaped with my life not to mention all my body parts.
But on reflection, it was worth it. Ah! :-P
--
Regards
Stephen
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On 22-3-2013 12:48, Stephen wrote:
> No fear! Not after that time the Satrap’s men found me in The Secret
> Garden. I barely escaped with my life not to mention all my body parts.
> But on reflection, it was worth it. Ah! :-P
You were lucky methinks. Don't stretch your luck though. Next time I
shall show you the abandoned Old Palace grounds... ;-)
Thomas
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On 22/03/2013 12:11 PM, Thomas de Groot wrote:
> On 22-3-2013 12:48, Stephen wrote:
>> No fear! Not after that time the Satrap’s men found me in The Secret
>> Garden. I barely escaped with my life not to mention all my body parts.
>> But on reflection, it was worth it. Ah! :-P
>
> You were lucky methinks. Don't stretch your luck though.
When the Lady sails with you, nought can go wrong. But She is fickle,
though.
> Next time I shall show you the abandoned Old Palace grounds... ;-)
>
Er! That is nice.
You will remember not to show the tunnel and path leading to the secret
cove, won’t you?
The Thorulfsson o’ Hyperborea will be mightily displeased if his means
of coming and going were to be revealed. (As would some of the darker
inhabitants of your fair town.) ;-)
--
Regards
Stephen
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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
> cove, won’t you?
> The Thorulfsson o’ Hyperborea will be mightily displeased if his means
> 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.
Meaning, "stop what you're doing”. </aside>
--
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.
> Meaning, "stop what you're doing”. </aside>
<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
the dialogue before the air “Why how now, Madam Flirt.” In the Beggar's
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
> the dialogue before the air “Why how now, Madam Flirt.” In the Beggar's
> 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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On 27-3-2013 11:12, Paolo Gibellini wrote:
> 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.
Thank you very much indeed, Paolo. I am a voracious collector of code.
;-) Always useful one day or another.
> 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?
No, it is one of the possible techniques. I had not yet seriously
thought about that use, I confess, and I shall give it a try. Should
give good results for the fairly flat areas and the overviews.
THomas
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On 27-3-2013 11:12, Paolo Gibellini wrote:
> 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.
By the way, do you remember which 'Philippe' this was? Philippe Gibone?
Philippe Dubar? Strangely, the search in povray.org does not turn up the
thread.
Thomas
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>Thomas de Groot on date 27/03/2013 14.02 wrote:
> On 27-3-2013 11:12, Paolo Gibellini wrote:
>
>> 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.
>
> By the way, do you remember which 'Philippe' this was? Philippe Gibone?
> Philippe Dubar? Strangely, the search in povray.org does not turn up the
> thread.
>
> Thomas
When I take snippets of code, I write as a comment the name of the
author and probabily the message was signed only with the first name.
Maybe the post wasn't on news.povray.org but on news.zoo-logique.org,
who imho isn't fully indexed by search engines...
I'll bet on Philippe Debar.
Paolo
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On 27-3-2013 15:57, Paolo Gibellini wrote:
> When I take snippets of code, I write as a comment the name of the
> author and probabily the message was signed only with the first name.
> Maybe the post wasn't on news.povray.org but on news.zoo-logique.org,
> who imho isn't fully indexed by search engines...
> I'll bet on Philippe Debar.
I'll bet on him too...
Thomas
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It looks remarkably like Scarborough (North Bay)
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On 15-4-2013 14:41, Bernard wrote:
> Scarborough (North Bay)
Indeed. I think Scarborough was copied on Gancaloon ;-)
Thomas
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