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From: Bill Pragnell
Subject: Re: cities
Date: 23 Jan 2012 15:45:01
Message: <web.4f1dc668fbb09c092781b77c0@news.povray.org>
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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From: Bill Pragnell
Subject: Re: cities
Date: 23 Jan 2012 16:05:00
Message: <web.4f1dca97fbb09c092781b77c0@news.povray.org>
John VanSickle <evi### [at] KOSHERhotmailcom> 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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From: Bill Pragnell
Subject: Re: cities
Date: 23 Jan 2012 16:05:01
Message: <web.4f1dcb4afbb09c092781b77c0@news.povray.org>
"nemesis" <nam### [at] gmailcom> 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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From: Bill Pragnell
Subject: Re: cities
Date: 23 Jan 2012 17:30:00
Message: <web.4f1ddf3dfbb09c092781b77c0@news.povray.org>
"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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From: Stephen
Subject: Re: cities
Date: 23 Jan 2012 19:04:39
Message: <4f1df597$1@news.povray.org>
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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From: Samuel Benge
Subject: Re: cities
Date: 23 Jan 2012 20:00:01
Message: <web.4f1e0236fbb09c09db6dfed40@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> 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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From: Thomas de Groot
Subject: Re: cities
Date: 24 Jan 2012 03:13:17
Message: <4f1e681d$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: cities
Date: 24 Jan 2012 03:44:19
Message: <4f1e6f63$1@news.povray.org>
On 23-1-2012 22:04, Bill Pragnell wrote:
> "nemesis"<nam### [at] gmailcom>  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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From: Joost
Subject: Re: cities
Date: 24 Jan 2012 06:45:01
Message: <web.4f1e98dafbb09c097fa509390@news.povray.org>
>
> Must. Post. Image.

Wow! Really wonderful images.


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From: Bill Pragnell
Subject: Re: cities
Date: 24 Jan 2012 09:40:00
Message: <web.4f1ec1ecfbb09c096dd25f0b0@news.povray.org>
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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