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For a couple of months I have been busy restoring a house model,
originally by De Espona and made available in the Taschen Collection of
3D-Objects. The original is a low-poly model version of the real thing
(see first image); I am now almost finished with the high-poly model
reconstruction from that on (see second image).
I improved on details, left some out and introduced new ones, and in a
number of cases used different image_maps. Of course, I also used
POV-Ray textures. Over all, I intended the house to look more like a
real one and not like the toy model the original looked like somehow.
--
Thomas
Post a reply to this message
Attachments:
Download 'gutenbach original.jpg' (92 KB)
Download 'gutenbach_test0.png' (637 KB)
Preview of image 'gutenbach original.jpg'

Preview of image 'gutenbach_test0.png'

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Nice restoration work! I should employ you for my own real house! ;-)
The texture of the fence outside the house and on the balcony looks a bit
unnatural to me, especially on the bridge.
Please show us some other views. :-)
Next you have to model all the inside furniture! ;-)
Pascal
Thomas de Groot <tho### [at] degroot org> wrote:
> For a couple of months I have been busy restoring a house model,
> originally by De Espona and made available in the Taschen Collection of
> 3D-Objects. The original is a low-poly model version of the real thing
> (see first image); I am now almost finished with the high-poly model
> reconstruction from that on (see second image).
>
> I improved on details, left some out and introduced new ones, and in a
> number of cases used different image_maps. Of course, I also used
> POV-Ray textures. Over all, I intended the house to look more like a
> real one and not like the toy model the original looked like somehow.
>
> --
> Thomas
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On 9-9-2017 2:24, BayashiPascal wrote:
> Nice restoration work! I should employ you for my own real house! ;-)
> The texture of the fence outside the house and on the balcony looks a bit
> unnatural to me, especially on the bridge.
> Please show us some other views. :-)
> Next you have to model all the inside furniture! ;-)
>
Thanks indeed but I prefer to stay with modelling ;-)
Not all textures are done, the fences and banisters in particular are
only pigments. The interior? Oh no! That would mean a totally different
project. No plans for that at the moment.
--
Thomas
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On 08/09/2017 13:02, Thomas de Groot wrote:
> For a couple of months I have been busy restoring a house model,
> originally by De Espona and made available in the Taschen Collection of
> 3D-Objects. The original is a low-poly model version of the real thing
> (see first image); I am now almost finished with the high-poly model
> reconstruction from that on (see second image).
>
> I improved on details, left some out and introduced new ones, and in a
> number of cases used different image_maps. Of course, I also used
> POV-Ray textures. Over all, I intended the house to look more like a
> real one and not like the toy model the original looked like somehow.
>
That is really good. I like the weathering/dirt on the stonework and
Wattle and daub. If that is what it was made of.
--
Regards
Stephen
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On 9-9-2017 9:25, Stephen wrote:
> That is really good. I like the weathering/dirt on the stonework and
> Wattle and daub. If that is what it was made of.
>
The original stone image_map was not good enough, so I selected a
different one. For the arcs and the steps I used a different stone texture.
I am rather pleased with the wattle and daub too. It is a
pigment_pattern based texture (in POV-Ray of course).
--
Thomas
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On 09/09/2017 12:04, Thomas de Groot wrote:
> On 9-9-2017 9:25, Stephen wrote:
>> That is really good. I like the weathering/dirt on the stonework and
>> Wattle and daub. If that is what it was made of.
>>
>
> The original stone image_map was not good enough, so I selected a
> different one. For the arcs and the steps I used a different stone texture.
>
I did not notice that it was repetitive until just now. It slipped past me.
> I am rather pleased with the wattle and daub too. It is a
> pigment_pattern based texture (in POV-Ray of course).
>
You got it right. :-)
--
Regards
Stephen
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On 9/8/2017 8:02 AM, Thomas de Groot wrote:
> I am now almost finished with the high-poly model
> reconstruction from that on (see second image)
>
> I improved on details, left some out and introduced new ones, and in a
> number of cases used different image_maps. Of course, I also used
> POV-Ray textures. Over all, I intended the house to look more like a
> real one and not like the toy model the original looked like somehow.
i like the texture on the tower tops ... looks like weathered copper
maybe that texture would look good on the other roof ornaments too
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Really beautiful; it could not have been easy to do.
I would suggest some more weathering, specifically underneath all of the
horizontal wood beams of the house. Something like rainwater dirt, that would
drip down the walls over many years. Overlayed alpha-channel image map(s),
perhaps? Although, the effect might be done more easily with procedural pigments
of some kind, with turbulence.
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On 10-9-2017 2:03, Kenneth wrote:
>
> Really beautiful; it could not have been easy to do.
>
> I would suggest some more weathering, specifically underneath all of the
> horizontal wood beams of the house. Something like rainwater dirt, that would
> drip down the walls over many years. Overlayed alpha-channel image map(s),
> perhaps? Although, the effect might be done more easily with procedural pigments
> of some kind, with turbulence.
>
Thank you. You have extended the project for a couple of months more :-)
This is an interesting suggestion I need to study a bit longer, but it
will certainly have a follow up.
--
Thomas
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On 9-9-2017 15:33, Jim Holsenback wrote:
> On 9/8/2017 8:02 AM, Thomas de Groot wrote:
>> I am now almost finished with the high-poly model reconstruction from
>> that on (see second image)
>>
>> I improved on details, left some out and introduced new ones, and in a
>> number of cases used different image_maps. Of course, I also used
>> POV-Ray textures. Over all, I intended the house to look more like a
>> real one and not like the toy model the original looked like somehow.
>
> i like the texture on the tower tops ... looks like weathered copper
> maybe that texture would look good on the other roof ornaments too
>
>
Thank you, yes, I thought the tower tops needed a weathered copper top
and I found this image_map somewhere on the net. The original top was
just a dull greenish.
By the way, if you google "Gutenbach house" you will find images of the
model as built by De Espona in high poly version. I used those images
for my own reconstruction, based on the low poly version I owned.
Surprisingly, they show some sloppy uv-mapping I would not have expected
from a professional.
--
Thomas
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On 10/09/2017 07:58, Thomas de Groot wrote:
> On 10-9-2017 2:03, Kenneth wrote:
>>
>> Really beautiful; it could not have been easy to do.
>>
>> I would suggest some more weathering, specifically underneath all of the
>> horizontal wood beams of the house. Something like rainwater dirt,
>> that would
>> drip down the walls over many years. Overlayed alpha-channel image
>> map(s),
>> perhaps? Although, the effect might be done more easily with
>> procedural pigments
>> of some kind, with turbulence.
>>
>
> Thank you. You have extended the project for a couple of months more :-)
> This is an interesting suggestion I need to study a bit longer, but it
> will certainly have a follow up.
>
IIRC you were experimenting on this subject a few years ago using
Edouard's DF3 Proximity Pattern.
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=323317
--
Regards
Stephen
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On 10-9-2017 9:49, Stephen wrote:
> On 10/09/2017 07:58, Thomas de Groot wrote:
>> On 10-9-2017 2:03, Kenneth wrote:
>>>
>>> Really beautiful; it could not have been easy to do.
>>>
>>> I would suggest some more weathering, specifically underneath all of the
>>> horizontal wood beams of the house. Something like rainwater dirt,
>>> that would
>>> drip down the walls over many years. Overlayed alpha-channel image
>>> map(s),
>>> perhaps? Although, the effect might be done more easily with
>>> procedural pigments
>>> of some kind, with turbulence.
>>>
>>
>> Thank you. You have extended the project for a couple of months more
>> :-) This is an interesting suggestion I need to study a bit longer,
>> but it will certainly have a follow up.
>>
>
> IIRC you were experimenting on this subject a few years ago using
> Edouard's DF3 Proximity Pattern.
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=323317
>
Correct, but in this particular case this will be much more difficult
because of the uv_mapping of the wood beams.
--
Thomas
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On 10/09/2017 12:39, Thomas de Groot wrote:
> On 10-9-2017 9:49, Stephen wrote:
>>>
>>
>> IIRC you were experimenting on this subject a few years ago using
>> Edouard's DF3 Proximity Pattern.
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=323317
>>
>
> Correct, but in this particular case this will be much more difficult
> because of the uv_mapping of the wood beams.
>
>
Ug! The thought of painting the UV maps.
On my todo list is to try to make a transparent merged copy of the
object. Scale it up slightly centred on the centre of mass. Then do A
Proximity Pattern on that and combine them.
Just a thought experiment.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
>
> IIRC you were experimenting on this subject a few years ago using
> Edouard's DF3 Proximity Pattern.
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=3233
17
>
I would really like to experiment with this, but I can't (yet) find the actual
code or macro(?), when doing a search of the newsgroups. *Is* it a macro or
include file--or is it a stand-alone program or fork of POV-Ray?
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On 10/09/2017 21:20, Kenneth wrote:
> Stephen <mca### [at] aol com> wrote:
>
>>
>> IIRC you were experimenting on this subject a few years ago using
>> Edouard's DF3 Proximity Pattern.
>>
>>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4aa83e6a37d8ab92c83e2c410%40news.povray.org%3E/?mtop=3233
> 17
>>
> I would really like to experiment with this, but I can't (yet) find the actual
> code or macro(?), when doing a search of the newsgroups. *Is* it a macro or
> include file--or is it a stand-alone program or fork of POV-Ray?
>
Nor can I find it. And unfortunately I can't find a copy of the download
on either my PC or my laptop. But I bet a pound to a penny that Thomas
has one. :-)
Failing that I do have an include directory that has the include file
but not the instructions or examples. I might have it on one of my older
laptops. So might be able to reconstruct it.
Lets wait until tomorrow to see if the Master of the Archives (Thomas)
has it. If not I shall scrape the dust of my old machines and have a
look. Or go through what I do have and try to get a working copy.
--
Regards
Stephen
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On 11-9-2017 0:48, Stephen wrote:
> Lets wait until tomorrow to see if the Master of the Archives (Thomas)
> has it. If not I shall scrape the dust of my old machines and have a
> look. Or go through what I do have and try to get a working copy.
>
>
And there he is, gloriously rising from his Olympian couch in the light
of a new day! <cough...cough>
A little bit of history first. Over the years, there have been several
proximity pattern builders around, by James Coons (patina2), Rune
Johansen (patina), Sam Benge (fast_prox), and Edouard Poor
(DF3Proximity). They all have their plus and cons according to use and
type of object but I personally always have favoured Edouard Poor's one,
not in the least because it easily generates df3 files. So I shall
concentrate on that one.
Over the years, I have changed some things, in particular adding a
collection of default textures to be eventually used, but that may be
awkward. The best I could do in the end is to test each new object with
a standard full coloured texture and when satisfied, replace that with
my own texture.
I am going to brew a simple demo scene and put all necessary files into
p.b.scene-files later today (I hope).
--
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> I am going to brew a simple demo scene and put all necessary files into
> p.b.scene-files later today (I hope).
>
Hooray! Brew a big pot of coffee too (just to help get those mental juices
flowing quickly...)
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On 11/09/2017 18:28, Kenneth wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>
>>
>> I am going to brew a simple demo scene and put all necessary files into
>> p.b.scene-files later today (I hope).
>>
>
> Hooray! Brew a big pot of coffee too (just to help get those mental juices
> flowing quickly...)
>
>
As long as he doesn't get his coffee from one of those famous
Nederlander coffee shops. ;-)
--
Regards
Stephen
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On 11-9-2017 19:58, Stephen wrote:
> On 11/09/2017 18:28, Kenneth wrote:
>> Thomas de Groot <tho### [at] degroot org> wrote:
>>
>>>
>>> I am going to brew a simple demo scene and put all necessary files into
>>> p.b.scene-files later today (I hope).
>>>
>>
>> Hooray! Brew a big pot of coffee too (just to help get those mental
>> juices
>> flowing quickly...)
>>
>>
> As long as he doesn't get his coffee from one of those famous
> Nederlander coffee shops. ;-)
>
I have no idea what you are talking about. [looks wistfully at cigarette
stub] ;-)
--
Thomas
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On 11-9-2017 19:28, Kenneth wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>
>>
>> I am going to brew a simple demo scene and put all necessary files into
>> p.b.scene-files later today (I hope).
>>
>
> Hooray! Brew a big pot of coffee too (just to help get those mental juices
> flowing quickly...)
>
>
Nah...! All I have done presently is making a big mess of everything :-(
Somehow, I just screwed up the code. I need to go back to basics and see
what I did wrong and where... :-/
--
Thomas
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On 12/09/2017 08:21, Thomas de Groot wrote:
> On 11-9-2017 19:28, Kenneth wrote:
>> Thomas de Groot <tho### [at] degroot org> wrote:
>>
>>>
>>> I am going to brew a simple demo scene and put all necessary files into
>>> p.b.scene-files later today (I hope).
>>>
>>
>> Hooray! Brew a big pot of coffee too (just to help get those mental
>> juices
>> flowing quickly...)
>>
>>
>
> Nah...! All I have done presently is making a big mess of everything :-(
>
> Somehow, I just screwed up the code. I need to go back to basics and see
> what I did wrong and where... :-/
>
Looking at my df3prox-0.95 folder. I see I have copies of
DF3ProximityPattern.inc as well as the file. With any luck I only
modified the copies.
The directory also has some, not examples but test scenes.
It might take me a little while for me to check things out as I will
need to install some more graphics programs.
--
Regards
Stephen
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On 12/09/2017 11:33, Stephen wrote:
> Looking at my df3prox-0.95 folder. I see I have copies of
> DF3ProximityPattern.inc as well as the file. With any luck I only
> modified the copies.
> The directory also has some, not examples but test scenes.
>
> It might take me a little while for me to check things out as I will
> need to install some more graphics programs.
I have just compared the three files and they are the same. :-)
There is also a text file that looks like it is a .pov file.
There is no mention of copyright in any of the files. So maybe someone
can advise me on posting them to the newsgroup.
--
Regards
Stephen
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On 12-9-2017 12:43, Stephen wrote:
> On 12/09/2017 11:33, Stephen wrote:
>> Looking at my df3prox-0.95 folder. I see I have copies of
>> DF3ProximityPattern.inc as well as the file. With any luck I only
>> modified the copies.
>> The directory also has some, not examples but test scenes.
>>
>> It might take me a little while for me to check things out as I will
>> need to install some more graphics programs.
>
>
> I have just compared the three files and they are the same. :-)
> There is also a text file that looks like it is a .pov file.
>
> There is no mention of copyright in any of the files. So maybe someone
> can advise me on posting them to the newsgroup.
>
The DF3ProximityPattern.inc is the core code by Edouard Poor that
generates the df3 files. The others must be the help files (including a
pov scene file). I think there is no problem posting the files. It might
be smart to put the name of the author (and year: 2009) as a comment at
the beginning of the files as acknowledgement.
Over the years, I had developed a kind of envelop macro to make the use
easier. It had become a bit unwieldy by successive changes and I screwed
it up this morning trying to weed out the ballast... Maybe your files
are in better usable state at this moment.
--
Thomas
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On 12/09/2017 12:10, Thomas de Groot wrote:
> The DF3ProximityPattern.inc is the core code by Edouard Poor that
> generates the df3 files. The others must be the help files (including a
> pov scene file). I think there is no problem posting the files. It might
> be smart to put the name of the author (and year: 2009) as a comment at
> the beginning of the files as acknowledgement.
Posted in: povray.binaries.scene-files
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> Nah...! All I have done presently is making a big mess of everything :-(
>
> Somehow, I just screwed up the code. I need to go back to basics and see
> what I did wrong and where... :-/
>
No worries; just make sure you spend the next 48 hours with no sleep, while you
diligently re-work the code :-P
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 10-9-2017 2:03, Kenneth wrote:
> >
> > Really beautiful; it could not have been easy to do.
> >
> > I would suggest some more weathering, specifically underneath all of the
> > horizontal wood beams of the house. Something like rainwater dirt, that would
> > drip down the walls over many years. Overlayed alpha-channel image map(s),
> > perhaps? Although, the effect might be done more easily with procedural pigments
> > of some kind, with turbulence.
> >
>
> Thank you. You have extended the project for a couple of months more :-)
> This is an interesting suggestion I need to study a bit longer, but it
> will certainly have a follow up.
>
> --
> Thomas
Thanks for your information
*dragon ball super # http://dragonball-super.co/
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Great modelling Thomas, and the texturing looks good, especially the green on
the roof.
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On 18-9-2017 11:12, s.day wrote:
>
> Great modelling Thomas, and the texturing looks good, especially the green on
> the roof.
>
>
Thanks a lot Sean. I am now working hard on a proximity pattern for the
walls. Not easy, not easy at all as PP's do not like flat surfaces
(vertical or horizontal) but I am starting to get some interesting
results. Coming soon.
--
Thomas
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And now, state-of-the-art, with the proximity pattern applied to the
wattle-and-daub walls (back and front).
--
Thomas
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Attachments:
Download 'gutenbach_test1.jpg' (135 KB)
Download 'gutenbach_test2.jpg' (117 KB)
Preview of image 'gutenbach_test1.jpg'

Preview of image 'gutenbach_test2.jpg'

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...And a little bonus for closing the week. Using Abe Madey's media
clouds btw.
--
Thomas
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Attachments:
Download 'sunset.jpg' (77 KB)
Preview of image 'sunset.jpg'

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On 22/09/2017 12:43, Thomas de Groot wrote:
> ....And a little bonus for closing the week. Using Abe Madey's media
> clouds btw.
>
Looking good. :-)
--
Regards
Stephen
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Glad to see the texturing trouble got sorted out okay.
The silhouette render might not show it best but its a great image anyhow
because of the structure and sky.
I was going to ask if it might be too dark, and if radiosity was used, but first
I took a look at pictures of such things and it isn't exactly a silhouette
either, where it would be blacked out more.
Made me think this house is suitable for many scenarios like snow or storm,
moonlit night or whatever else.
Bob
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On 22-9-2017 20:54, omniverse wrote:
> Glad to see the texturing trouble got sorted out okay.
>
> The silhouette render might not show it best but its a great image anyhow
> because of the structure and sky.
>
> I was going to ask if it might be too dark, and if radiosity was used, but first
> I took a look at pictures of such things and it isn't exactly a silhouette
> either, where it would be blacked out more.
>
> Made me think this house is suitable for many scenarios like snow or storm,
> moonlit night or whatever else.
>
At the moment, there is no real landscape /behind/ the camera which
would intercept part of the reflections from the water and/or direct
light from the sky. This makes the silhouette less dark than it probably
should be. Radiosity was used indeed, like I do in all of my scenes.
There will be updates later ;-)
Besides the fact that I enjoy working so long on this particular model,
there is indeed also the idea to use it in different setting in the future.
--
Thomas
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Nice house
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On 4-10-2017 15:47, And wrote:
> Nice house
>
>
Thanks :-)
--
Thomas
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