POV-Ray : Newsgroups : povray.binaries.images : Random Comic Sci-Fi Building Generator Server Time
2 Aug 2024 12:21:12 EDT (-0400)
  Random Comic Sci-Fi Building Generator (Message 11 to 20 of 23)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 3 Messages >>>
From: Kirk Andrews
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 22:00:00
Message: <web.47196091c27b9d47e1bc26d0@news.povray.org>
> One thing that could be done to give more "deepth" to the windows: Instead of
> using white for them, use transparent! Then, add an other instance of the tower
> inside the first one, slightly scaled down around it's axis. Give that iner
> element a high ambient. Using white of gray can be enough, but you can also use
> any pattern you like or some image_map.
> Now, if you do a night scene, you use radiosity, the windows will actualy shine
> and illuminate the neigoring towers.
>
> --
> Alain

I understand what you're saying--but after thinking about it, I don't think
it will have any different result.  The windows are already using ambient.
Now, if I make the windows transparent, but put a layer behind it that is
fully ambient, no one could tell that it was any different than the way it
is now.  Am I thinking about this correctly?


Post a reply to this message

From: Alain
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 22:07:15
Message: <471962d3$1@news.povray.org>
Kirk Andrews nous apporta ses lumieres en ce 2007/10/19 21:57:
>> One thing that could be done to give more "deepth" to the windows: Instead of
>> using white for them, use transparent! Then, add an other instance of the tower
>> inside the first one, slightly scaled down around it's axis. Give that iner
>> element a high ambient. Using white of gray can be enough, but you can also use
>> any pattern you like or some image_map.
>> Now, if you do a night scene, you use radiosity, the windows will actualy shine
>> and illuminate the neigoring towers.
>>
>> --
>> Alain
> 
> I understand what you're saying--but after thinking about it, I don't think
> it will have any different result.  The windows are already using ambient.
> Now, if I make the windows transparent, but put a layer behind it that is
> fully ambient, no one could tell that it was any different than the way it
> is now.  Am I thinking about this correctly?
> 
> 
> 
> 
The difference, is that using patterns or iamge_map, two instances of the same 
windows layout will look different depending on that inner pattern. This can 
make things more interesting. 5 outer textures and 5 inner patterns randomly 
rotated/translated could generate 1000000's of combinations. Think of the cells 
pattern randomly translated and wraped around the axis.

-- 
Alain
-------------------------------------------------
The early bird may get the worm, but the second mouse gets the cheese in the trap.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 03:19:05
Message: <4719abe9@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.471901dec27b9d47e1bc26d0@news.povray.org...
>
> Well, I guess I was hoping for suggestions for more details that I could 
> add
> (for example, I working on adding balconies and support structures).  But
> since you asked, it's just a simple macro with a lathe object.  The points
> on the spline are randomized.  The real trick is the texture--the macro
> picks one of 5 images to use for a texture_map, which creates the various
> patterns of windows.  If anybody wants it, I'll post the macro when I'm
> finished with it.
>

I think that, when finished, this macro would be ideal for the POV-Ray 
object collection!!

Good work!!

Thomas


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 05:17:33
Message: <4719c7ad@news.povray.org>
Kirk Andrews wrote:
> since you asked, it's just a simple macro with a lathe object.  The 
> points on the spline are randomized.  The real trick is the texture--the 
> macro picks one of 5 images to use for a texture_map, which creates the 
> various patterns of windows.

Overall, it looks very sci-fi to me, and I specially like the glass domes,
but perhaps they are to whitish? I will do these more transparent but also
more reflective.

It's curious how I used a very very similar approach when I first tried this
some years ago... :) In fact, when I've seen your image, for a moment I had
a strange feeling of "deja vu".

Now, I'm not very imaginative for this kind of scenes, but I can pass to you
the advice given to me by a real architect: not even in the future the
cities will be that regular and homogeneous. That is, you need much more
variety in the building shapes and heights... and that's why I abandoned my
"sci-fi city" project: too much planning for a lazy like me. I'm attaching
the final render before giving up, as perhaps it can give you some ideas...

--
Jaime


Post a reply to this message


Attachments:
Download 'sf-city.jpg' (157 KB)

Preview of image 'sf-city.jpg'
sf-city.jpg


 

From: Jörg 'Yadgar' Bleimann
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 07:57:15
Message: <4719ed1b$1@news.povray.org>
High!

Awesome... especially the lighting and colors, it gives the impression 
of a desert megalopolis, let's say Dubai City in 2030!

But I'm not sure whether I really would like to live there... just bare 
concrete, no parks at all and surely pretty dark in the lower floors!

And it must have taken ages to render this, as you used a good deal of 
radiosity...

See you in Khyberspace - www.khyberspace.de

Yadgar

Now playing: Oh Jungleland, live 1987 (Simple Minds)


Post a reply to this message

From: Kirk Andrews
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 08:45:01
Message: <web.4719f7cac27b9d47e1bc26d0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Kirk Andrews wrote:
> > since you asked, it's just a simple macro with a lathe object.  The
> > points on the spline are randomized.  The real trick is the texture--the
> > macro picks one of 5 images to use for a texture_map, which creates the
> > various patterns of windows.
>
> Overall, it looks very sci-fi to me, and I specially like the glass domes,
> but perhaps they are to whitish? I will do these more transparent but also
> more reflective.
>
> It's curious how I used a very very similar approach when I first tried this
> some years ago... :) In fact, when I've seen your image, for a moment I had
> a strange feeling of "deja vu".
>
> Now, I'm not very imaginative for this kind of scenes, but I can pass to you
> the advice given to me by a real architect: not even in the future the
> cities will be that regular and homogeneous. That is, you need much more
> variety in the building shapes and heights... and that's why I abandoned my
> "sci-fi city" project: too much planning for a lazy like me. I'm attaching
> the final render before giving up, as perhaps it can give you some ideas...
>
> --
> Jaime

Nice render!

You're certainly right that it is still far too homogeneous, and that is the
challenge, of course (although it seems my artistic theme lately has been
"monotony").  The next step would be to start writing macros that make
different kinds of buildings (like squarish ones) and incorporating them
(perhaps someone else would like to contribute some macros to the object
compilation??).  Also, all of these buildings are about the same average
diameter.  One would need some buildings that were considerably larger than
others. After that would be layout.  Perhaps future cities are not arranged
on a grid?  Perhaps they are arranged in series of tangent circles of
various sizes?

For Yadgar:

Actually, these images do not use radiosity.  I'm just using a dim,
purplish, shadowless light opposite my primary light source.

I have posted one version of the macro in s-f, but I am still working on it
so I will probably post newer versions later.

-- Kirk

Latest render:


Post a reply to this message


Attachments:
Download 'example03.jpg' (146 KB)

Preview of image 'example03.jpg'
example03.jpg


 

From: William Tracy
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 13:38:30
Message: <471a3d16$1@news.povray.org>
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Jaime Vives Piqueres wrote:
> not even in the future the
> cities will be that regular and homogeneous. That is, you need much more
> variety in the building shapes and heights...

That's why we need to accumulate several macros. :-)

- --
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

You know you've been raytracing too long when you collapse in the middle
of a sermon in church, mumbling about CSGs, #declares, and finishes.
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.6 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iD8DBQFHGj0VKrVIcTMekC8RAlOuAJ9StkxTqIo/h8pxCUd1AzDXtjhnMgCgtndl
Q6G9EQ7bPzFoTAGOzd9vilI=
=Qrmp
-----END PGP SIGNATURE-----


Post a reply to this message

From: Alain
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 13:55:18
Message: <471a4106$1@news.povray.org>
Kirk Andrews nous apporta ses lumieres en ce 2007/10/20 08:42:
> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>> Kirk Andrews wrote:
>>> since you asked, it's just a simple macro with a lathe object.  The
>>> points on the spline are randomized.  The real trick is the texture--the
>>> macro picks one of 5 images to use for a texture_map, which creates the
>>> various patterns of windows.
>> Overall, it looks very sci-fi to me, and I specially like the glass domes,
>> but perhaps they are to whitish? I will do these more transparent but also
>> more reflective.
>>
>> It's curious how I used a very very similar approach when I first tried this
>> some years ago... :) In fact, when I've seen your image, for a moment I had
>> a strange feeling of "deja vu".
>>
>> Now, I'm not very imaginative for this kind of scenes, but I can pass to you
>> the advice given to me by a real architect: not even in the future the
>> cities will be that regular and homogeneous. That is, you need much more
>> variety in the building shapes and heights... and that's why I abandoned my
>> "sci-fi city" project: too much planning for a lazy like me. I'm attaching
>> the final render before giving up, as perhaps it can give you some ideas...
>>
>> --
>> Jaime
> 
> Nice render!
> 
> You're certainly right that it is still far too homogeneous, and that is the
> challenge, of course (although it seems my artistic theme lately has been
> "monotony").  The next step would be to start writing macros that make
> different kinds of buildings (like squarish ones) and incorporating them
> (perhaps someone else would like to contribute some macros to the object
> compilation??).  Also, all of these buildings are about the same average
> diameter.  One would need some buildings that were considerably larger than
> others. After that would be layout.  Perhaps future cities are not arranged
> on a grid?  Perhaps they are arranged in series of tangent circles of
> various sizes?
> 
> For Yadgar:
> 
> Actually, these images do not use radiosity.  I'm just using a dim,
> purplish, shadowless light opposite my primary light source.
> 
> I have posted one version of the macro in s-f, but I am still working on it
> so I will probably post newer versions later.
> 
> -- Kirk
> 
> Latest render:
> 
> 
> 
> 
> ------------------------------------------------------------------------
> 
As the future city would have evolved from a contemporary one, throw in some 
"classic" buildings: square ones, relatively low compared to the tall circular ones.
Add some LARGE variation in hight: the newer ones are probably taller than the 
older ones. Higher buildings been shinier than lower ones.

-- 
Alain
-------------------------------------------------
Feel good?  Don't worry; you'll get over it!


Post a reply to this message

From: Anton Sherwood
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 20 Oct 2007 18:43:33
Message: <471a8495$1@news.povray.org>
Kirk Andrews wrote:
> . . . it's just a simple macro with a lathe object. . . .

It would help if not all the buildings were round.  Even where fashion 
or engineering forbids sharp corners, I'd expect most of the buildings 
in such a city to be rounded polygons, to use up more of the ground.

I've never used Povray macros, let alone written any, but I'd imagine 
that your macro can easily be extended to use prisms (sideways) for 
straight walls that match the lathe's profile.

-- 
Anton Sherwood, http://www.ogre.nu/
"How'd ya like to climb this high *without* no mountain?" --Porky Pine


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 21 Oct 2007 08:24:00
Message: <471b44e0$1@news.povray.org>
High!

Kirk Andrews schrieb:

> For Yadgar:
> 
> Actually, these images do not use radiosity.  I'm just using a dim,
> purplish, shadowless light opposite my primary light source.

No, you misunderstood me... I didn't relate my comment to your macro 
demo images, but to Jaime's rendering!

See you in Khyberspace!

Yadgar

Now playing: The Eagle Will Rise Again (The Alan Parsons Project)


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 3 Messages >>>

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