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"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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"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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"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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"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>
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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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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.
Post a reply to this message
Attachments:
Download 'mkrc01.jpg' (119 KB)
Preview of image 'mkrc01.jpg'
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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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> 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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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>
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"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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