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Not inspired by any building in particular. I intend to improve it,
eventually. As it is, it began very simply.
source:
// sky
sphere { 0, 1
texture {
pigment { gradient -y color_map {[0 rgb z*.7][1 rgb <.8,.9,1>]} }
finish { ambient 1 diffuse .01 }
scale 2.1
translate -y/2
}
texture {
pigment { bozo turbulence .6 omega .6 lambda 3
color_map {[0 rgbt 1][.56 rgbt 1][.6 rgb 1][1 rgb 1]} scale .5
}
finish { ambient 1 diffuse .002 }
scale 2.1
translate -y/2
}
no_shadow
scale 1000
}
#local p_concrete = pigment {
checker rgb .9 rgb .86 turbulence .1 omega .56 scale 10
}
// scene
union {
light_source { 300*(1-2*z) <1,1,.8>*1.2 }
plane { y, 0 pigment { rgb 1 } finish { ambient .2 diffuse .5 } }
#local building_s = <36,90,18>;
#local building =
union {
box { -1,1 scale building_s/2
pigment { rgb .1*y }
normal { average
normal_map {
[1 quilted .07 control0 .06 control1 .06 scale 2]
[.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
}
}
finish { diffuse .007 ambient .01 brilliance 1.4
specular .9 roughness .01 metallic .2
reflection { .02,3.96 metallic .2
fresnel on exponent 3 falloff 20
}
conserve_energy
}
hollow
interior { ior 1.5 fade_power 2 fade_distance 3 }
}
box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
pigment { p_concrete }
translate y*5/2 -x*8
}
box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
pigment { p_concrete }
translate y*5/2 +x*8
}
finish { ambient .01 diffuse .5 }
translate y*building_s/2
}
union {
object { building rotate y*90 translate -x*(building_s.z/2+10) }
object { building rotate y*90 translate x*(building_s.z/2+10) }
//rotate y*70
}
//box { -1,1 scale 20 pigment { rgb .8 } translate -z*60-x*20 }
rotate -y*30
}
#local cam1 =
camera {
location -z*80*2+y*1.6
look_at y*50
angle 50
}
#local cam2 =
camera {
location -z*60 + y*1.6
look_at y*60
angle 50
}
camera { cam2 }
global_settings {
radiosity { brightness .7 count 80 error_bound .5 normal on }
}
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Attachments:
Download 'predio-wip1.jpg' (38 KB)
Preview of image 'predio-wip1.jpg'
![predio-wip1.jpg](/povray.binaries.images/attachment/%3Cweb.465f3326deed9c74773c9a3e0%40news.povray.org%3E/predio-wip1.jpg?ttop=443866&toff=3800&preview=1)
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Nice effect!
;-)
Paolo
> "nemesis" <nam### [at] gmail com> wrote
> Not inspired by any building in particular. I intend to improve it,
> eventually. As it is, it began very simply.
>
> source:
>
>
> // sky
> sphere { 0, 1
> texture {
> pigment { gradient -y color_map {[0 rgb z*.7][1 rgb <.8,.9,1>]} }
> finish { ambient 1 diffuse .01 }
> scale 2.1
> translate -y/2
> }
> texture {
> pigment { bozo turbulence .6 omega .6 lambda 3
> color_map {[0 rgbt 1][.56 rgbt 1][.6 rgb 1][1 rgb 1]} scale .5
> }
> finish { ambient 1 diffuse .002 }
> scale 2.1
> translate -y/2
> }
> no_shadow
> scale 1000
> }
>
> #local p_concrete = pigment {
> checker rgb .9 rgb .86 turbulence .1 omega .56 scale 10
> }
>
> // scene
> union {
> light_source { 300*(1-2*z) <1,1,.8>*1.2 }
> plane { y, 0 pigment { rgb 1 } finish { ambient .2 diffuse .5 } }
>
> #local building_s = <36,90,18>;
> #local building =
> union {
> box { -1,1 scale building_s/2
> pigment { rgb .1*y }
> normal { average
> normal_map {
> [1 quilted .07 control0 .06 control1 .06 scale 2]
> [.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
> }
> }
> finish { diffuse .007 ambient .01 brilliance 1.4
> specular .9 roughness .01 metallic .2
> reflection { .02,3.96 metallic .2
> fresnel on exponent 3 falloff 20
> }
> conserve_energy
> }
> hollow
> interior { ior 1.5 fade_power 2 fade_distance 3 }
> }
> box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
> pigment { p_concrete }
> translate y*5/2 -x*8
> }
> box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
> pigment { p_concrete }
> translate y*5/2 +x*8
> }
> finish { ambient .01 diffuse .5 }
> translate y*building_s/2
> }
>
> union {
> object { building rotate y*90 translate -x*(building_s.z/2+10) }
> object { building rotate y*90 translate x*(building_s.z/2+10) }
> //rotate y*70
> }
>
> //box { -1,1 scale 20 pigment { rgb .8 } translate -z*60-x*20 }
>
> rotate -y*30
> }
>
> #local cam1 =
> camera {
> location -z*80*2+y*1.6
> look_at y*50
> angle 50
> }
>
> #local cam2 =
> camera {
> location -z*60 + y*1.6
> look_at y*60
> angle 50
> }
>
> camera { cam2 }
>
> global_settings {
> radiosity { brightness .7 count 80 error_bound .5 normal on }
> }
>
----------------------------------------------------------------------------
----
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nemesis wrote:
> Not inspired by any building in particular. I intend to improve it,
> eventually. As it is, it began very simply.
Nice one - I like it...
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The reflection of the clouds on the left building is awesome! I am less
convinced by the right building, where each window seems to use a
different material. Is that the case, or is it just the normal effect of
clouds / landscape reflection?
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Fred <pro### [at] ifrance com> wrote:
> The reflection of the clouds on the left building is awesome!
hmm, to tell the truth I've been experimenting with a lot of different
reflection schemes, with fresnel. Apparently, I misunderstood the exponent
usage from the manual: it should be 1 or lower and even so, it's just
artistic license.
I thought in this one the reflection was a tad off but I liked the image
anyway. This is why I'm going for a radically different direction in the
next WIP. :)
> I am less
> convinced by the right building, where each window seems to use a
> different material. Is that the case, or is it just the normal effect of
> clouds / landscape reflection?
The texture is just this:
pigment { rgb .1*y }
normal { average
normal_map {
[1 quilted .07 control0 .06 control1 .06 scale 2]
[.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
}
}
and reflections of a cloudy sunny sky.
It's because of the cells pattern in the normal. I intended to simulate
slightly, just slightly offset mirrored windows, but the effect came as to
much. I should have used a lower (default there) bump_size or tweaked the
slope_map a lot more.
Anyway, next WIP coming soon with improved geometry and texturing. :)
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"nemesis" <nam### [at] gmail com> wrote:
> Not inspired by any building in particular. I intend to improve it,
> eventually.
I like where this is going. I've been working on some buildings of my own,
but I do like your glass effect better than my own, even in this WIP.
Didn't think of using cells; thanks for the idea.
Ken W.
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