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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> On 22-1-2012 23:24, Bill Pragnell wrote:
> > Here's another iteration.
> >
>
> Amazing. With the smog included :-)
Thanks. That hazy layer of atmosphere is a very important cue :)
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John VanSickle <evi### [at] KOSHER hotmail com> wrote:
> * The fire marshal will get into a snit if you don't put some fire
> escapes on the residential buildings.
Good idea, especially for that north american look.
> * In a lot of major cities you will see a section where there are a
> small number (from three to six) buildings that are identical. These
> are usually residential.
I already thought of this - one of my next jobs will be to adapt a greebling
macro to produce discrete city blocks. An obvious option will be to produce
residential-type 'estates' with identical (or similar) towers.
> * I observe that all of the buildings have an overall rectangular shape.
> While most buildings of this nature are that shape, every major city
> has a few that are based on cylinders or pyramids, or even something
> irregular; Detroit's Renaissance Center is a good example (in a town
> that's otherwise turning into a dump). Toss a few of these into the mix.
Yes, this too is on my list, but needs some thought to avoid needless work. I'll
try to knock up a generic round shape not limited to cylinders.
> * In major cities, especially along thoroughfares with lots of
> pedestrian traffic, the ground floor of a building will have storefronts
> and lobbies, making for an exterior arrangement that is different from
> the floors above. Whether by accident or design, the ground floor is
> obscured in what you've shown us so far.
Very deliberate, due to the absence of roads as much as anything! It will be
relatively straightforward to produce a separate ground floor I think.
> * Real cities also have a few roads that do not run either parallel or
> perpendicular to the rest, and perhaps even curve a bit as well.
Yes, I'm painfully aware of this... :) I think I'll stick to regular roads in
the short term, but it would be nice.
> * Toss in a river, either with or without a major fork in it.
This means I will also need a bridge macro ;)
As you suggest, this will undoubtedly end up being a small library of layered
macros (assuming I stick with it!) I'd also like to expand on the roofing
options - there are only 2 types of roof in the latter image, so some more roof
furniture would be good, maybe a spire or pyramid. For low, long buildings, I
could try gabled roofing. I was also thinking of trying polygonal blocks with
buildings around the edges, for a more european feel. Parks would be useful to
open up some space. And let's not forget the suburbs...
I shall post progress as it occurs :)
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"nemesis" <nam### [at] gmail com> wrote:
> awesome! Much better than the classic povray ones.
Got any links or images? I don't remember any classic cityscapes.
> we need a night shot. :)
I'll see what I can do ;)
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"B. Gimeno" <nomail@nomail> wrote:
> Another round of hyper-realistic or useful suggestions:
Always welcome!
> -Birds, clouds, aircraft contrails,
> -The environment, would a mountainous horizon perhaps? Or the sea coast?
Always desirable in any scene! Birds + aircraft I especially like the idea of.
I'd like to build my cities on some gentle hills eventually :)
> -Satellite dishes, you will not see unless you look at them.
> - Advertising?
There will be no advertising in my city ;-) It's not as noticeable in UK cities
anyway. Satellite dishes will probably come under my desire for enhanced roof
furniture.
> - The reflection in the windows. The point is that in reality, crystals are not
> perfectly aligned. Add a little bump distortion to make us believe we are seeing
> a photograph.
Good point. I've used this trick to good effect with bricks in the past, it
should work especially well with modern all-glass skyscrapers.
> btw, excelent job and nice renders
Thanks!
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On 22/01/2012 10:24 PM, Bill Pragnell wrote:
> Here's another iteration.
>
> Bill
Brill! As usual. But where are the tower cranes? ;-)
--
Regards
Stephen
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> A break from attractors... cities. A single macro generates each building; the
> real tricksiness lies in randomising the parameters sensibly. This is the result
> of a week's tinkering. I should tinker more often! :)
>
> Bill
Pretty cool Bill, almost convincing. It just needs a bit of texture work and
some of that aforementioned greebling (cooling units, wires, doors, skylights,
etc.) to really set it off. Oh, and if a building has many large windows,
rotating the panels slightly would also help :)
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On 23-1-2012 22:01, Bill Pragnell wrote:
> As you suggest, this will undoubtedly end up being a small library of layered
> macros (assuming I stick with it!) I'd also like to expand on the roofing
> options - there are only 2 types of roof in the latter image, so some more roof
> furniture would be good, maybe a spire or pyramid. For low, long buildings, I
> could try gabled roofing. I was also thinking of trying polygonal blocks with
> buildings around the edges, for a more european feel. Parks would be useful to
> open up some space. And let's not forget the suburbs...
>
John's comments made me muse about what makes a city look *American* or
not. Obviously, the conglomerate of high-rising skyscrapers is iconic in
films and advertisements, and is easiest to model as a start towards
more complex cities. Still, what makes a city *European* or *Asian*,
starting from the same modern downtown concept: what makes Rotterdam
different from London or Shanghai? Or Lagos for that matter?
[I have more than a passing interest in architecture and urbanism by the
way...]
Thomas
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On 23-1-2012 22:04, Bill Pragnell wrote:
> "nemesis"<nam### [at] gmail com> wrote:
>> awesome! Much better than the classic povray ones.
>
> Got any links or images? I don't remember any classic cityscapes.
Probably one of the oldest is Chris Colefax's City Generator, back in
the nineties of last century. It can be found nowadays here:
http://reocities.com/SiliconValley/lakes/1434/citygen.html
Then, there is city7.pov by Mike Williams. An exercise in city building
using small thumbnails for texturing the buildings. I don't know where
this is residing; probably in one of the ng's (2005).
Kirk Andrews made Sci-FiGen.inc:
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.47194b73b4b604217e1bc26d0@news.povray.org%3E/?ttop=361024&toff=150
maybe not a total city (I don't remember exactly).
There are number of other builders around, but I don't remember exactly
there activities... ;-)
Thomas
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>
> Must. Post. Image.
Wow! Really wonderful images.
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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> There are number of other builders around, but I don't remember exactly
> there activities... ;-)
I had a brief look around. I could only find fleeting images from CC's
generator, which looked good but a little basic. I couldn't find MW's stuff, but
I can look harder if necessary :) I remember KA's sci-fi city, wonderful images.
I'm going to stick to 'realistic' buildings to start with, but I want to include
some weird/oversized components eventually.
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