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Darren New <dne### [at] san rr com> wrote:
> Kirk Andrews wrote:
> > I think this is a significant improvement over the previous images.
>
> BTW, what kind of technique did you use to ensure you didn't have (for
> example) balconies without doors leading to them, or something like that?
> (Other than the one that looks like it needs a trap door... :-)
>
> I.e., what does the top-level loop look like, in general terms?
>
> --
> Darren New, San Diego CA, USA (PST)
> "Ouch ouch ouch!"
> "What's wrong? Noodles too hot?"
> "No, I have Chopstick Tunnel Syndrome."
Well, it basically works like this:
1. Determine the number of stories of each block and store in an array
2. Determine the type of roof for each block depending on info from the first
array, and store these in an array.
3. Run the loop. If there's an exit at the current level and direction, make a
door; if not, make a window. If you're at the top, make the appropriate roof.
Unfortunately, I do end up with lots and lots of nested #if statements.
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Kirk Andrews wrote:
> 3. Run the loop. If there's an exit at the current level and direction, make a
> door; if not, make a window. If you're at the top, make the appropriate roof.
I see. So you make a door on any side where you've already drawn a flat
roof. That makes sense. Cool. Thanks!
--
Darren New, San Diego CA, USA (PST)
"Ouch ouch ouch!"
"What's wrong? Noodles too hot?"
"No, I have Chopstick Tunnel Syndrome."
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"Kirk Andrews" <kir### [at] tektonart com> wrote:
> I know I said I didn't have more time to work on it at present, and it's true, I
> don't. But sometimes my distractions overpower my focus.
>
> I think this is a significant improvement over the previous images.
It's one of the nicest images I've seen in awhile.
In addition to the wonderful architecture and lighting, it has an undefinable
soft 'glow' to it, which is quite magical. Was there any special technique you
used to get that effect? Or is it just a result of the light direction and
radiosity?
Ken W.
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"Kirk Andrews" <kir### [at] tektonart com> wrote:
> I know I said I didn't have more time to work on it at present, and it's true, I
> don't. But sometimes my distractions overpower my focus.
>
> I think this is a significant improvement over the previous images.
A magical atmosphere!
Bravo!
--
Carlo
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"Kenneth" <kdw### [at] earthlink net> wrote:
> It's one of the nicest images I've seen in awhile.
>
Thanks!
> In addition to the wonderful architecture and lighting, it has an undefinable
> soft 'glow' to it, which is quite magical. Was there any special technique you
> used to get that effect? Or is it just a result of the light direction and
> radiosity?
>
> Ken W.
Ok, I'll tell my secrets. For almost all my renders, I take them into
Photoshop. I duplicate the image so I have two identical layers, and then I
set the top layer's blending mode to "overlay." I then apply a very slight
blur and adjust the opacity to taste. It's a simple technique that goes a long
way to add depth and mode to a scene.
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> A magical atmosphere!
> Bravo!
>
> --
> Carlo
Thanks!
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> It's friggin' beautiful!
>
Thanks!
> Now go back to work. ;)
Ok, if I must. At least, I'll try.
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Kirk Andrews wrote:
> I know I said I didn't have more time to work on it at present, and it's true, I
> don't. But sometimes my distractions overpower my focus.
>
> I think this is a significant improvement over the previous images.
>
>
> ------------------------------------------------------------------------
>
Very nice.
I totally understand all the Escher references but I immediately thought
of Lazar
http://tinyurl.com/cbjh3m
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:498b5345$1@news.povray.org...
> http://tinyurl.com/cbjh3m
Wow. This is good. Didn't know him.
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Nice atmosphere indeed.
>
> One strange feature in the back: a roof sticking through an arcade.
>
> A few more domes, please?
>
> Thomas
Someone asked for domes.
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