POV-Ray : Newsgroups : povray.binaries.images : Space City Server Time
15 Nov 2024 23:23:47 EST (-0500)
  Space City (Message 1 to 4 of 4)  
From: Afishionado
Subject: Space City
Date: 13 Feb 2006 19:25:01
Message: <web.43f12326d2c0a34ebe397af90@news.povray.org>
Hello,

I just dug this thing up. I think I threw it together in under an hour. :-P

I swiped the cityscape macro from p.b.s-f and creatively broke the colors in
it. The spaceships are isosurfaces.

I doubt that this image is worth playing with any more, but I thought I'd
share it. (IRTC, here I come! ... not.)

William


Post a reply to this message


Attachments:
Download 'spacecity.jpg' (82 KB)

Preview of image 'spacecity.jpg'
spacecity.jpg


 

From: fls13
Subject: Re: Space City
Date: 13 Feb 2006 22:05:00
Message: <web.43f148374dca85307b89b7b00@news.povray.org>
It's great the way it is. Super job.


Post a reply to this message

From: Kenneth
Subject: Re: Space City
Date: 15 Feb 2006 03:20:00
Message: <web.43f2e3594dca8530ac3d99330@news.povray.org>
Really like that sleek spaceship design. I'll have to "borrow" it (heh heh.)
All in under an hour? Very impressive.

Ken


Post a reply to this message

From: Afishionado
Subject: Re: Space City
Date: 17 Feb 2006 15:45:00
Message: <web.43f634fb4dca8530327f77290@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:
> Really like that sleek spaceship design. I'll have to "borrow" it (heh heh.)
> All in under an hour? Very impressive.
>
> Ken

<shrug> I deleted all the textures in the cityscape macro and replaced them
with texture{color rgb <rand(RdmA), rand(RdmA), rand(RdmA)>}, and threw
different seed values at the macro until I liked what I got.

Spaceship code, if you want to rip it off. :-)

isosurface {
  function {sqrt(pow(x + pow(z, 2), 2) + pow(y, 2) * 2) + (-1 + pow(z, 2)) /
4}
  max_gradient 2.4
  bounded_by {box {-1 1}}

  texture {T_Chrome_5E}
  scale 100
  translate <600, 600, -400>
}

cylinder {
  0, <-1, 0, 0>, 5
  texture {
    pigment {color rgbt 1}
  }
  hollow
  interior {
    media {
      emission 1
      density {
        gradient x
        density_map {
          [0 rgb 0]
          [1 rgb 0.01]
        }
      }
    }
  }
  scale x * 200
  translate <600, 600, -400>
}

William


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.