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From: Alain
Subject: Re: Ruins WIP
Date: 24 Feb 2009 20:44:27
Message: <49a4a27b$1@news.povray.org>
Bill Pragnell nous illumina en ce 2009-02-24 16:30 -->
> The first modelling steps for a scene I've had in mind for a while now.
> 
> There'll be other structures too eventually, but I'm starting with the
> columns...
> 
> Bill
> 
> 
> ------------------------------------------------------------------------
> 
Why does it make my think of modeling clay?
Maybe to smooth or not smooth enough...

-- 
Alain
-------------------------------------------------
Agnostic: Did someone shit?


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From: clipka
Subject: Re: Ruins WIP
Date: 25 Feb 2009 02:55:00
Message: <web.49a4f8a8fa6cf65c2bfcd5d90@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> The first modelling steps for a scene I've had in mind for a while now.
>
> There'll be other structures too eventually, but I'm starting with the
> columns...

Sounds / looks like a fitting scene for the upcoming TC-RTC round...

I think the columns are either too bulky or too close together. The way they
are, for some reason they look like a miniature.


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 04:20:01
Message: <web.49a50cf5fa6cf65c6dd25f0b0@news.povray.org>
"P Brewer" <pbj### [at] wowwaycom> wrote:
> Very nice... I can't wait to see the final scene. Are you using straight
> isosurfaces?

100% meshes, macro-built in SDL. This rendered in 12 minutes on an ageing
Mac. It renders in under a minute without the radiosity... no way I could get
that performance out of isosurfaces!

Bill


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 04:25:01
Message: <web.49a50d80fa6cf65c6dd25f0b0@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> Nice! Time for me to renew my own interest in this theme.  I am quite
> close to completing a second pass on my Corinthian capital which I how
> to weather with your mesh macros and also with your random placement macro.

I look forward to it. :)


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 04:25:01
Message: <web.49a50dc5fa6cf65c6dd25f0b0@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> Bill Pragnell nous illumina en ce 2009-02-24 16:30 -->
> > The first modelling steps for a scene I've had in mind for a while now.
> >
> > There'll be other structures too eventually, but I'm starting with the
> > columns...
> >
> > Bill
> >
> >
> > ------------------------------------------------------------------------
> >
> Why does it make my think of modeling clay?
> Maybe to smooth or not smooth enough...

Hmm, maybe. I might try normals, or maybe just crinkling up the pigment.


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 04:25:02
Message: <web.49a50e4efa6cf65c6dd25f0b0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> Sounds / looks like a fitting scene for the upcoming TC-RTC round...

Too true, but I don't think I'll finish it in time for that. Maybe I could enter
a WIP if I get enough done.

> I think the columns are either too bulky or too close together. The way they
> are, for some reason they look like a miniature.

Well, this is just a test render, they won't be that close together in the end.
There'll be vegetation etc (hopefully!) to provide some reference for scale,
too, so I'm not too worried about that.


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From: clipka
Subject: Re: Ruins WIP
Date: 25 Feb 2009 06:15:00
Message: <web.49a527c9fa6cf65cbdc576310@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "P Brewer" <pbj### [at] wowwaycom> wrote:
> > Very nice... I can't wait to see the final scene. Are you using straight
> > isosurfaces?
>
> 100% meshes, macro-built in SDL. This rendered in 12 minutes on an ageing
> Mac. It renders in under a minute without the radiosity... no way I could get
> that performance out of isosurfaces!

Hum... sounds like I should definitely give your macros a try for my bricks. I
fancy it would also give me more freedom how to erode them. My own blob-based
approach is rather limited in this respect.

Do I need to start with an isosurface, or will any shape do?


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 06:50:01
Message: <web.49a52f6dfa6cf65c6dd25f0b0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > "P Brewer" <pbj### [at] wowwaycom> wrote:
> > > Very nice... I can't wait to see the final scene. Are you using straight
> > > isosurfaces?
> >
> > 100% meshes, macro-built in SDL. This rendered in 12 minutes on an ageing
> > Mac. It renders in under a minute without the radiosity... no way I could get
> > that performance out of isosurfaces!
>
> Hum... sounds like I should definitely give your macros a try for my bricks. I
> fancy it would also give me more freedom how to erode them. My own blob-based
> approach is rather limited in this respect.
>
> Do I need to start with an isosurface, or will any shape do?

Any shape whose surface is completely visible from the specified centre-point
(so make sure CSG is a merge!). It suffers a little from stretch artifacts for
long shapes, so I should probably try to improve the grid shape...


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From: clipka
Subject: Re: Ruins WIP
Date: 25 Feb 2009 07:30:00
Message: <web.49a538ddfa6cf65cbdc576310@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > Do I need to start with an isosurface, or will any shape do?
>
> Any shape whose surface is completely visible from the specified centre-point
> (so make sure CSG is a merge!). It suffers a little from stretch artifacts for
> long shapes, so I should probably try to improve the grid shape...

Hum... then it might actually not work with my brick w/ holes?

Are the mesh generation and distortion separate steps, so that I might be able
to adapt the mesh generation algorithm to use those macros on my bricks?


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From: Bill Pragnell
Subject: Re: Ruins WIP
Date: 25 Feb 2009 08:05:00
Message: <web.49a540ecfa6cf65c6dd25f0b0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > > Do I need to start with an isosurface, or will any shape do?
> >
> > Any shape whose surface is completely visible from the specified centre-point
> > (so make sure CSG is a merge!). It suffers a little from stretch artifacts for
> > long shapes, so I should probably try to improve the grid shape...
>
> Hum... then it might actually not work with my brick w/ holes?

It wouldn't work completely. You'd have to make the holes via a difference.

> Are the mesh generation and distortion separate steps, so that I might be able
> to adapt the mesh generation algorithm to use those macros on my bricks?

It perturbs each mesh point as it goes, so it'd be a bit of a rewrite I'm
afraid. But the technique is sound, as long as you could create your bricks as
meshes, all the perturbation needs is a normal and a pigment function.

Look at the code; it's in the object collection.


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