POV-Ray : Newsgroups : povray.general : Hello gang - getting back to it. : Re: Hello gang - getting back to it. Server Time
13 Aug 2026 03:02:52 EDT (-0400)
  Re: Hello gang - getting back to it.  
From: Mike Miller
Date: 5 Aug 2026 08:45:00
Message: <web.6a732fc86db6589152a1fdba25e430c2@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
>
> > Attached are elevations & plan renderings from POV of my current pump house
> > model.
>
> Damn.
> I'm not an architect or a graphic designer, but have done a fair amount of
> building work, and have needed to measure/estimate the sizes of things, and have
> designed and drawn plans for buildings, staircases, landscapes, etc.
>
> I love this stuff.
>
> Do you model everything as meshes first?
> Do you ever create anything with scripts/CSG?
>
> What about the textures?
> Are they designed with 3rd party tools?
> UV mapping?
>
> Is anything ever done procedurally?
>
> Why/why not would help a lot of people get good work done more quickly and then
> step two is making it LOOK better without 100 iterations of tweaking.
>
> - BE

>> designed and drawn plans for buildings, staircases, landscapes, etc.
Nice, that kind of how I got into architecture. I spent summers in high school
restoring churches and was fascinated when I got to work on old sets of
drawings.

>> Do you model everything as meshes first?
For the production/client work, yes, but in POV, I try to build scenes without

do use Blender for some complete forms and for exporting position data for POV
types.

>> Do you ever create anything with scripts/CSG?
Yes, use macros to create 'types' with 'properties' like: bolts, pipes, window
frames, beams, etc. I also use them in writing & testing materials & for


>> What about the textures?> Are they designed with 3rd party tools?
>> UV mapping?
For my POV work, it is a mix. I relied heavily on image mapped textures for my
architectural renderings, but I prefer to make procedural textures for my POV
renderings. Professionally, we use a PBR setup with real-time viewing which
makes the texturing process easier. I still export some diffuse and normal maps
out of Substance.

Mike


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