POV-Ray : Newsgroups : povray.general : Hello gang - getting back to it. : Re: Hello gang - getting back to it. Server Time
13 Aug 2026 03:02:58 EDT (-0400)
  Re: Hello gang - getting back to it.  
From: Mike Miller
Date: 5 Aug 2026 14:45:00
Message: <web.6a73749d6db6589152a1fdba25e430c2@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:
> "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

SORRY -- I posted something very cryptic this morning.

>> designed and drawn plans for buildings, staircases, landscapes, etc.

youth-group restoring old churches and was fascinated when I got to work on an
old set of drawings. I went from drawing comic books to illustrating building.

>> 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 complex 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' objects: bolts, pipes, window
frames, beams, etc. I also use them in my writing & testing materials & for

use and can post here. I program parametric Revit families and use a simulate
setup in POV (using a 2D profile to create extrudes, sweeps, voids, etc.). I use
'mixed' array to create a 'Sudo' class for storing properties that get passed to
a 'construction' macro. It allows for creating many variations from the same
template.

>> 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 bump-maps
out of Substance.
Miller


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.