POV-Ray : Newsgroups : povray.binaries.images : Gancaloon: Old City street corrected Server Time
30 Jul 2024 10:15:47 EDT (-0400)
  Gancaloon: Old City street corrected (Message 5 to 14 of 34)  
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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 04:17:04
Message: <51569f80$1@news.povray.org>
On 30-3-2013 0:16, Stephen wrote:
>> Better and better.
>>
>> Now for the wheel tracks in the road,

Well, as you may have seen in the overview scenes of the Gancaloon 
landscape, the roads are /eroded/ into the height_field. In the past, I 
have done wheel tracks in a similar way for several of my scenes.

As you can imagine, the street surfaces will remain in the simple state 
they are in now, as most of the time more detail is not needed. However, 
for close up views I intend to build locally more elaborate street 
surfaces, with cobbles and all, and - of course - wheel tracks.

>>
>
> You are taking requests? Aren't you?  ;-)
>

Not so much /requests/ as /challenges/ ;-) They tickle my imagination...

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 04:27:09
Message: <5156a1dd$1@news.povray.org>
On 30-3-2013 2:20, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 29/03/2013 3:53 PM, Thomas de Groot wrote:
>
>>
>> Better and better.
>>
>> Now for the wheel tracks in the road,
>>
>
> I second that--on both counts ;-)  Really nice, Thomas; I feel like I'm standing
> in your city. (And it's all so beautifully made that the camera can apparently
> be placed anywhere--wow!)

Thank you indeed. Yes, I am surprised myself at how well the camera can 
take the place of a spectator. It is all turning out better than I had 
expected when I started with this piece of code a couple of weeks ago.

>
> The one thing that stands out to me is that the buildings and roadway are a bit
> too *clean*. (Well, very clean!) Some slight discoloration or grunge where the
> building walls meet the street would really add a lot to the reality of the
> scene--but I honestly don't have any idea how that could be done! It's an
> interesting problem...

Of course :-)

As far as the street surface is concerned, the solution is easy with a 
more complex texture. For the buildings, if you look up some of my other 
Gancaloon scenes, 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 which looks well from some distance but is not too 
convincing at close range. Also, I need to tweak the parameters some 
more to see if I can improve the results. We shall see. There is work to 
do still ;-)

>
> I'm looking forward to seeing your next image(s).

Thanks. They will appear eventually...

Thomas


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 08:25:01
Message: <5156d99d@news.povray.org>
Sometimes it is nice to be a bird ;-)

Thomas


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Attachments:
Download 'gancaloon_old city street_02.jpg' (166 KB)

Preview of image 'gancaloon_old city street_02.jpg'
gancaloon_old city street_02.jpg


 

From: Stephen
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 08:38:15
Message: <5156dcb7$1@news.povray.org>
On 30/03/2013 12:24 PM, Thomas de Groot wrote:
> Sometimes it is nice to be a bird ;-)
>

A very lonely bird. :-)
The town looks so weird without people. I think that is a complement as 
it looks so real.


-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 11:04:36
Message: <5156ff04$1@news.povray.org>
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 ;-)

Peopling this town is a whole different kettle of fish.

Thomas


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From: Stephen
Subject: Re: Gancaloon: Old City street corrected
Date: 30 Mar 2013 11:26:09
Message: <51570411$1@news.povray.org>
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,

>
> Peopling this town is a whole different kettle of fish.
>

Indeed. Good luck.


-- 
Regards
     Stephen


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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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