POV-Ray : Newsgroups : povray.binaries.images : Gancaloon: Old City street corrected Server Time
30 Jul 2024 06:25:15 EDT (-0400)
  Gancaloon: Old City street corrected (Message 11 to 20 of 34)  
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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 11:35:02
Message: <51570626@news.povray.org>
On 30-3-2013 16:26, Stephen wrote:
> On 30/03/2013 3:04 PM, Thomas de Groot wrote:
>> On 30-3-2013 13:38, Stephen wrote:
>>> A very lonely bird. :-)
>>> The town looks so weird without people. I think that is a complement as
>>> it looks so real.
>>
>> The last bird on Earth... Aliens kidnapped all living animals, including
>> humans ;-)
>
> The last man on Earth sat alone in a room. There was a knock on the door...
>
> "Knock", written by Fredric Brown,

LOL, yes I remember that one indeed.

Thomas


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From: Kenneth
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 11:55:06
Message: <web.51570ab446841a7dc2d977c20@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> ...I have done that kind of texturing, mostly by using
> Sean Day's textures as a basis. They consist of complex layers using
> slope and altitude. At present, the buildings are using a proximity
> macro texture...
>

Both of those techniques sound intriguing indeed. (I have not yet played around
with proximity textures; they seem to be quite amazing.) Do you have a link to
Sean Day's slope/altitide stuff? I would like to take a look at it, as it
apparently solves what I assumed to be a real problem!


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From: BertvdB
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 20:30:01
Message: <web.515782bc46841a7dd25d21bf0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Sometimes it is nice to be a bird ;-)
>
> Thomas
Great work.
With the birdview I noticed that the beach is a regular line abd the water is a
regular brown peasoup. Maybe some enhancements.
Greetings
Bert


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 31 Mar 2013 03:21:14
Message: <5157e3ea@news.povray.org>
On 30-3-2013 16:54, Kenneth wrote:
> Both of those techniques sound intriguing indeed. (I have not yet played around
> with proximity textures; they seem to be quite amazing.) Do you have a link to
> Sean Day's slope/altitide stuff? I would like to take a look at it, as it
> apparently solves what I assumed to be a real problem!
>
As a basis I started with Sean Day's 
http://www.irtc.org/stills/2006-08-31.html and in particular the wall 
textures.

Proximity patterns exist in different flavours. I am aware of Patina2 by 
Rune Johansen/James Coons (2003/2004); df3prox-0.96 by Edouard Poor 
(2010); fastprox02 and NestProx by Samuel Benge (2009 & 2011). Patina2 
is not a /real/ proximity pattern in the sense of the other two. Between 
Sam's and Edouard's, my slightly higher preference goes to Edouard's.

Patina2 was posted by James A. Coons in p.b.s-f at 30 October 2004.
Sam's can also be found in p.b.s-f but I have no exact date.
Edouard's can also be found in p.b.s-f but - again - I have no exact date.

I try to remind myself to document carefully my dowloads, but I often 
fail to do it properly... :-(

If you have trouble finding them, I can provide you with a copy, the 
authors willing of course.

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 31 Mar 2013 03:22:38
Message: <5157e43e$1@news.povray.org>
On 31-3-2013 1:26, BertvdB wrote:
> Great work.
> With the birdview I noticed that the beach is a regular line abd the water is a
> regular brown peasoup. Maybe some enhancements.
> Greetings
> Bert
>

For the far future if ever ;-)

Thomas


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From: s day
Subject: Re: Gancaloon: Old City street corrected
Date: 31 Mar 2013 07:15:01
Message: <web.515818f546841a7d198d03750@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 30-3-2013 16:54, Kenneth wrote:
> > Both of those techniques sound intriguing indeed. (I have not yet played around
> > with proximity textures; they seem to be quite amazing.) Do you have a link to
> > Sean Day's slope/altitide stuff? I would like to take a look at it, as it
> > apparently solves what I assumed to be a real problem!
> >
> As a basis I started with Sean Day's
> http://www.irtc.org/stills/2006-08-31.html and in particular the wall
> textures.
>

Hi Thomas,

Thanks for the credit and link to remind me of that IRTC round. Too far back for
me to remember but I dare say I got the idea for the texture
from something by Gilles Tran (I think the slope idea came from one of his snow
scenes), I doubt I was smart enough to come up with it
myself ;-)
It is a shame the winning image of that round by Rene
Bui did not have the source code as the textures in that one are far better than
mine. (good to have something to aim for though).

Sean


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 31 Mar 2013 07:58:28
Message: <515824e4$1@news.povray.org>
On 31-3-2013 13:09, s.day wrote:
> Hi Thomas,
>
> Thanks for the credit and link to remind me of that IRTC round. Too far back for
> me to remember but I dare say I got the idea for the texture
> from something by Gilles Tran (I think the slope idea came from one of his snow
> scenes), I doubt I was smart enough to come up with it
> myself ;-)
> It is a shame the winning image of that round by Rene
> Bui did not have the source code as the textures in that one are far better than
> mine. (good to have something to aim for though).
>

Gilles is the Master of us all indeed :-)

It looks to me as if Rene makes a strong use of image_maps as a basis 
for his textures here, with a smart layering of grime and tags, but it 
is done in a masterful way.

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 1 Apr 2013 10:39:00
Message: <51599c04@news.povray.org>
On 31-3-2013 1:26, BertvdB wrote:
> Great work.
> With the birdview I noticed that the beach is a regular line abd the water is a
> regular brown peasoup. Maybe some enhancements.

I can go on scratching my itch, but it seems better to do something 
about it ;-)

I added a little bit of turbulence to the waterline of the beach and 
flushed some more sea water into the estuary and increased the turbulence.

Not really visible here, but upstream the river turns gradually into a 
more uniform pea soup; seawards, the silt gradually sinks to the bottom.

I know: the flow should follow more the contours of the land. I don't 
know how to do that presently as the whole water media is a huge sphere, 
and I wonder how to make it interact with the height_field...

Thomas


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Attachments:
Download 'gancaloon_river harbour overview_01.jpg' (192 KB)

Preview of image 'gancaloon_river harbour overview_01.jpg'
gancaloon_river harbour overview_01.jpg


 

From: nemesis
Subject: Re: Gancaloon: Old City street corrected
Date: 1 Apr 2013 12:35:01
Message: <web.5159b6a946841a7debb90cbd0@news.povray.org>
I find your commitment to Gancaloon motivational.

I would only wish it showed a bit of DOF in the distance to look like a photo :)


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 2 Apr 2013 02:54:32
Message: <515a80a8$1@news.povray.org>
On 1-4-2013 18:32, nemesis wrote:
> I find your commitment to Gancaloon motivational.

Thanks indeed. Gancaloon is a piece of myself ;-)

>
> I would only wish it showed a bit of DOF in the distance to look like a photo :)

Yes, that is something which I keep in mind for when I have nothing else 
to do :-)

Thomas


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