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From: alphaQuad
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 15:05:00
Message: <web.4718ffc0c27b9d44f941da60@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> wrote:
> Version 2.0
>
> Anybody have any suggestions?

nope. you havent described how you are doing it, have you?

looks good, want more


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From: Kirk Andrews
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 15:15:01
Message: <web.471901dec27b9d47e1bc26d0@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> "Kirk Andrews" <kir### [at] tektonartcom> wrote:
> > Version 2.0
> >
> > Anybody have any suggestions?
>
> nope. you havent described how you are doing it, have you?
>
> looks good, want more

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.


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From: Grassblade
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 15:25:00
Message: <web.471903e5c27b9d4b06956ce0@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> wrote:
> Version 2.0
>
> Anybody have any suggestions?

Nice! How about giving a little depth to the windows? Of course differencing
them would probably kill speed. :-p


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From: alphaQuad
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 15:25:00
Message: <web.47190435c27b9d44f941da60@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> wrote:
> If anybody wants it, I'll post the macro when I'm
> finished with it.

'ell yes. scene-files are the best. if there were enough scene files, people
could easily with little experience create unique and different ideas.


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From: George J  Wallace
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 17:24:50
Message: <471920a2@news.povray.org>
Hi - it looks great!  The idea of adding balconies might look good.  How
about adding some random spires or antenna masts on the tops of the
buildings?

"Kirk Andrews" <kir### [at] tektonartcom> wrote in message
news:web.4718e438c27b9d47e1bc26d0@news.povray.org...
> Version 2.0
>
> Anybody have any suggestions?
>


----------------------------------------------------------------------------
----


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From: Kirk Andrews
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 20:00:00
Message: <web.47194476c27b9d47e1bc26d0@news.povray.org>
Version 3:  Balconies, Domed walking-paths, "Cocoons" and buttresses.

Still working on spires--that's a good idea, though.  I think I'm about done
with it, so I'll get the code cleaned up and post it to scene-files.


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Attachments:
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Preview of image 'mkrc01.jpg'
mkrc01.jpg


 

From: Alain
Subject: Re: Random Comic Sci-Fi Building Generator
Date: 19 Oct 2007 21:28:49
Message: <471959d1$1@news.povray.org>
Kirk Andrews nous apporta ses lumieres en ce 2007/10/19 19:57:
> Version 3:  Balconies, Domed walking-paths, "Cocoons" and buttresses.
> 
> Still working on spires--that's a good idea, though.  I think I'm about done
> with it, so I'll get the code cleaned up and post it to scene-files.
> 
> 
> ------------------------------------------------------------------------
> 
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
-------------------------------------------------
You know you have been raytracing for too long when the animation you
render will be finished after yourself.
Urs Holzer


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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?


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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.


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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


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