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The attached scene file contains the source code for my "Towards Tek's
Isosurface City" image.
Relevant threads:
From: Tor Olav Kristensen
Subject: Towards Tek's Isosurface City
Date: 2023-12-27 22:50:00
http://news.povray.org/povray.binaries.images/thread/%3Cweb.658cef0e2f5f1a9e2ba5690489db30a9%40news.povray.org%3E/
From: Tek
Subject: Isosurface City revistied (WIP-maybe)
Date: 2008-03-25 19:24:01
https://news.povray.org/povray.binaries.images/thread/%3C47e997a1%40news.povray.org%3E/
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
Post a reply to this message
Attachments:
Download 'towards teks isosurface city.pov.txt' (8 KB)
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Thanks for posting this, especially the interesting code for the window
textures!
I added a missing line to your camera--
right x*image_width/image_height
Without it, the render will look distorted unless it is run at a 'default' 4X3
ratio.
I noticed that your window textures show a slight 'discontinuity', which I'm
sure you noticed too. Today, I came across yet another interesting post, by Sam
Benge in 2008. In it, he and TEK discuss crackle patterns and function code
relating to TEK's crackle-city and its windows. (This was prior to TEK's later
image post of his completed city, with the nicely-applied windows he eventually
came up with.) The code there looks like a modification of your own windows
function. I don't yet understand how it really works, but I thought it would be
of interest to you. Unfortunately, TEK never posted his finished and modified(?)
window code, as far as I can tell. :-(
https://news.povray.org/povray.binaries.images/thread/%3C488e5300%40news.povray.org%3E/?mtop=280940
Post a reply to this message
Attachments:
Download 'tor_olav_windows_vs_tek.jpg' (324 KB)
Preview of image 'tor_olav_windows_vs_tek.jpg'
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From: Alain Martel
Subject: Re: Source code for "Towards Tek's Isosurface City"
Date: 10 Jan 2024 15:20:50
Message: <659efc22$1@news.povray.org>
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Le 2024-01-08 à 14:21, Kenneth a écrit :
> Thanks for posting this, especially the interesting code for the window
> textures!
>
> I added a missing line to your camera--
> right x*image_width/image_height
>
If you use version 3.8, that line is not needed as the right vector
default is x*image_width/image_height
Post a reply to this message
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Alain Martel <kua### [at] videotronca> wrote:
> >
> > I added a missing line to your camera--
> > right x*image_width/image_height
> >
> If you use version 3.8, that line is not needed as the right vector
> default is x*image_width/image_height
Ah yes, I see that now.
However, Tor Olav's scene file has #version 3.7 in the header. If I run it as-is
in v3.8 beta 1, at (for example) +w200 +h700, the render is distorted. If I
change his scene to #version 3.8, the render looks normal. That's what confused
me. So, by using #version 3.7 in the scene, it 'back-tracks' to the previous
behavior-- requiring the camera's right x*image_width/image_height to be
explicitly stated.
Post a reply to this message
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