A View Through The Mirror

124

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  • backgroundbackground Posts: 915
    edited June 7

    "Now, he is in REM sleep, we can start the experiment whenever you are ready"

    I solved the problem of the view from his window by avoiding it, for the moment

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  • backgroundbackground Posts: 915
    edited June 7

    "The information in his head is too valuable to risk damage, so we are going to give him the opportunity to change his mind, before we resort to more drastic measures"

     

     

     

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  • backgroundbackground Posts: 915
    edited June 7

    ."We will put him back to a few minutes before he resigned, and ensure that it plays out differently, in his head at least" 

    I will need to indicate that he is dreaming.. maybe a vignette would work.

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  • 3DIO3DIO Posts: 436
    edited June 7

    A-ha, more development!  I think a vignette would work, but only if the vignette is white.
    I don't think black would work for a dream (even if a nightmare).

    Not a fan of the new avatar to be honest, though.  Have to say I thought the original seemed a lot more 'you'  :-D

     

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  • backgroundbackground Posts: 915
    edited June 7

    Hmm I could change it back... if I still had the old image, it's possible but I have no idea where it would be after so long. Found one.

    Yes a white vignette sounds sensible. To be honest this whole sequesnce was not planned this way, although dream manipulation comes into the story later.  The original series used a random colection of oscilloscopes and panels with dials to portray a dream altering device, I have something more up to date, but we'll have to see if it is frowned upon....  I think some things will look different in the dream, but who knows. 

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  • 3DIO3DIO Posts: 436
    edited June 9

    I was already intrigued, so the dream sequences add to it.  Thinking about it, I recall I've seen red used a few times for dream vignettes, so even red might work, although I still think white would work best.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159
    edited June 10

    re your post in Barbult's thread

    I see what you mean

    Google Earth doesn't even have 3D views of Portmeirion, even my house and suburb has 3D in Google Earth

    probably some restrictions they applied for since they have a lot of paid content 

    most places one can usually find someone has 3D modeled architecture too

    scans and Gaussian splats are easy with a drone and for example Unreal's Reality Scan

    I only found a statue of Atlas wink

    I have too many trees to 3D scan my house but then again, I also have actual blueprints, floor plans and side elevations if I was inclined to model it

    oh, there are souvenir miniatures from the TV set https://www.theunmutual.co.uk/pmmodels.htm now collectors items

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  • backgroundbackground Posts: 915
    edited June 10

    Thanks Wendy, yes i found the Atlas statue, it seems quite expensive so I think I'll need to make my own. I think the estate sold resin models of the main buildings, but they are long since discontinued, they would have been great for taking measurements from. There was one of the resin models of the tower, with the top missing/damaged and they still wanted £50 for it ( and it's sold anyway ). I hope I would be ok to make and render my own models, but I wouldn't try to sell or give them away the models because i think they would not be happy. They seem to be happy for people to take photos, so I hope renders would be ok, so long as I'm not misrepresenting the place. They seem more than happy to be associated with 'The Prisoner' even to the extent of having a dedicated  Prisoner related shop in the building which was supposed to be his house. In reality the whole place is a hotel and ornamental garden. I 'think' they would be more than happy for anything that might make people want to visit the real place. It's a great area for tourism, not far away is Portmadoc with the Ffestiniog railway ( and rebuilt sections of the Welsh Highland and NWNGR  North Wales Narrow Guage Railway ). I visited the railway not long after they brought one of the SAR Narrow guage Garratt locomotives back to the UK and restored it to running order.  You can see below how huge the engine is compared to the Welsh coaches.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159
    edited June 10

    I even have a 3D model of my city, Adelaide SouthAustralia

    (I added the terrain, cannot get the elevation data now from USGS probably Doge defunded it)

    you can grab it here

    https://data.sa.gov.au/data/dataset/3d-model

    no idea why though devil

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  • backgroundbackground Posts: 915

    That's a very extensive model, and a great video of it.

  • richardandtracyrichardandtracy Posts: 7,839

    The Portmerion Google Earth map is here

    Lots of areas of the UK have no 3D buildings, they're putting them in slowly. My house & the rest of the village have been 3D'd in the last year or so, the local town was done a bit before. They have als 3d'd all the trees & bushes locally. It's quite surprising how much is visible. Anyway, possibly 25% of England is 3D'd with a bit lower percentage over the other countries in the UK.

    It is amazing & disconcerting to find that the campsite at Ellis Beach, just north of Cairns QLD, a campsite we've been to a couple of times, is 3D'd. Absolutely amazing.

    Regards,

    Richard

  • backgroundbackground Posts: 915
    edited June 10

    Thanks Other Richard. It's great for showing thebuildings, roads and trees too. .I just got home after watching 'Disclosure Day'  no spoilers, but wow my local cinema is LOUD. Everything was loud, adverts, trailers, everything. I reckon there could be a full on riot in the cinema and you would still hear the film over it.

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  • MelanieLMelanieL Posts: 7,844
    edited June 10

    I also followed you here from barbult's thread (didn't want to derail it even more)

    Maybe try this link: https://en-zw.topographic-map.com/map-fh2zkl/Portmeirion/?center=52.91313,-4.09782&zoom=18&popup=52.91201,-4.09348&base=6

    If you put it into full-screen and pick CyclOSM from the little pile of squares at the top right:

    then you'll get a coloured contour map. If you click anywhere on the map it will give you a height in metres. If you grab the map and drag a tiny bit it will go to greyscale for as long as you hold on onto it which shows the contour lines more clearly.

    EDIT for typoes - I must  be spending too long reading Richard H's posts and the spelling is rubbing off on me!

    Ah And I've just noticed that you can turn off the colours using the checkbox under  the word "CyclOSM" too - I didn't spot it at first - so no need to mess with grabbing and moving.

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  • backgroundbackground Posts: 915

    MelanieL said:

    I also followed you here from barbult's thread (didn't want to derail it even more)

    Maybe try this link: https://en-zw.topographic-map.com/map-fh2zkl/Portmeirion/?center=52.91313,-4.09782&zoom=18&popup=52.91201,-4.09348&base=6

    If you put it into full-screen and pick CyclOSM from the little pile of squares at the top right:

     

    EDIT for typoes - I must  be spending too long reading Richard H's posts and the spelling is rubbing off on me!

    Ah And I've just noticed that you can turn off the colours using the checkbox under  the word "CyclOSM" too - I didn't spot it at first - so no need to mess with grabbing and moving.

    Thanks for the link, I think I looked at that, but the shaded map is rather evened out, there are certainly some steep slopes and cliffs within the gardens.. The individual point height could be very useful though.  I hope you find the thread interesting, I know I do tend to go off in temporary diversions.

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159
    edited June 10

    now thats weird,

    my previous USGS searches came up on that site

    and why is my post font so small?

    normal after posting but tiny typing

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  • backgroundbackground Posts: 915

    WendyLuvsCatz said:

    re your post in Barbult's thread

    I see what you mean

    Google Earth doesn't even have 3D views of Portmeirion, even my house and suburb has 3D in Google Earth

    probably some restrictions they applied for since they have a lot of paid content 

    most places one can usually find someone has 3D modeled architecture too

    scans and Gaussian splats are easy with a drone and for example Unreal's Reality Scan

    I only found a statue of Atlas wink

    I have too many trees to 3D scan my house but then again, I also have actual blueprints, floor plans and side elevations if I was inclined to model it

    oh, there are souvenir miniatures from the TV set https://www.theunmutual.co.uk/pmmodels.htm now collectors items

    Wendy, Thanks for the link to the unmutual website.  I have ordered the village technical manual so we'll see if it's as good as it describes.

  • backgroundbackground Posts: 915
    edited June 12

    I made part of the campanile tower, the part that is symmetrical. It's not properly uv mapped as yet, but I added some colour.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159

    thats great modeling yes

  • backgroundbackground Posts: 915

    WendyLuvsCatz said:

    thats great modeling yes

    Thanks Wendy. There are a lot of compromises, I'm trying to keep it as low resource hungry as I can since it will be in scenes with trees etc. Currently the model is just under 1Mb. 

  • backgroundbackground Posts: 915
    edited June 12

    Apologies to Clough Williams-Ellis for photobombing his original tower.

    I think this will do for the top of the tower, It's still not UV mapped but I don't think it needs it since the original is plaster/stucco and at this sort of distance it's just a smooth matt surface. We probably won't get his close in the story. If I need to get in closer I guess I could make a 'hero' version with details on the shutters etc, but I really need to get on, and stop adding things that will never be seen. The interior stairway in the lower part of the tower is a case in point, even if I do model it I would never be able to get a camera in there.

     

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  • barbultbarbult Posts: 27,173
    Your tower looks great.
  • backgroundbackground Posts: 915
    edited June 12

    barbult said:

    Your tower looks great.

    Thanks barbult, I'm a lot more comfortable making things like this than struggling with the finer points of renders, but if I don't render them it's kind of pointless making them. The tower is doing ok so far it's a pity that the stone texture repeats ( and it looks worse if I try to match the size of the original stones ). I wish we had something like the old 'Merco' building paper from the 1950's. It was large sheets of paper printed with a texture pattern, such as bricks. The printing itself wasn't anything special, the trick was that they used marbled coloured paper to print it on. Not sure how the marbled paper was made, but effectively there were no repeats of patterns, even across a huge sheet. 

    If the whole environment was simple buildings like the tower it would be a lot easier project. I dug out my Canoma files so maybe I can make some of the less important buildings that way, at least well enough for distance views. 

    .

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  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159
    edited June 12

    there are tricks one can use in shadermixer to fix that but sadly I am not the one to ask about that, another option is indeed complex UV mapping where sections are jumbled around so the brick pattern is not tiled, rather the UV itself is a jumbled pattern of bricks.

    to put it simply, if the mesh is a grid of quads

    sets of 2 adjacent quads, staggered each row like bricks are, are each separate islands moved around all over the UV square in different positions than next to each other and they overlap but not the same ones as the previous set did, the texture ithemselves are just a marbled pattern and there are several and adjacent bricks are different surfaces using different ones.

    that's probably more confusing cheeky

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159

    AI Overview (blame Mr Google for this word salad)

    To create a jumbled or "procedural-style" brick pattern without relying solely on manual UV mapping, you can use a Shader/Material Node Graph (like those in Blender or Unreal Engine). This approach uses math to map, scale, and randomize coordinates per individual brick, allowing you to easily adjust mortar widths and brick rotations.

    1. Setting up the UV/Grid Coordinates

    Instead of unwrapping your 3D mesh traditionally, you can tell the rendering engine to project the bricks using math.

    • Texture Coordinate Node: Feed the base geometry's coordinates (or UVs) into the Vector input of a Math or Mapping node.
    • Brick Generator/Brick Texture Node: Use a built-in Brick Texture node to generate the base columns, rows, and mortar.
    • Mortar and Row Offset: In this generator, adjust your Row Height, Brick Width, and Bond Offset(e.g., set offset to 0.5 for a classic running bond layout).
    •  
    • 2. Randomizing the UV Space (The "Jumbled" Effect)

    To distort or "jumble" the bricks, you need to tell the engine to alter the coordinates of every individual brickuniquely rather than stretching the whole texture.

    • Color Output to Random Noise: The color/value output of a procedural brick generator usually yields a greyscale value between 0 and 1 for each individual brick.
    • White Noise: Route the Brick Texture output into a White Noise node.
    • Distort/Offset: Use separate RGB outputs from the White Noise node as inputs for a Mix or Mathnode. Multiply these values by small amounts to randomly translate (slide) and rotate the UV coordinates of each brick individually.

    3. Applying the Texture

    Once the unique UV space for each brick is established, apply your actual texture maps:

    • Vector Transformation: Plug your manipulated coordinates into the Vector inputs of your Base Color, Normal, and Roughness image textures.
    • Because the coordinates are uniquely jumbled per brick, identical textures on adjacent bricks will now look misaligned, rotated, and completely natural.

    4. Bumping the Mortar

    To ensure the gaps between the bricks react correctly to lighting, use a Math Node (Less Than) to compare the brick and mortar heights. Plug this result into the Normal or Height/Displacement inputs so the mortar sits recessed behind the randomly jumbled bricks.

  • backgroundbackground Posts: 915
    edited June 12

    Thanks Wendy, that's useful information. I must admit i tend to go for as simple a solution as I can find, partly because I will often approach making a model from one direction, and then switch if it's not working out. Since i've been making 3D models for years I find I can visualise how an object might be split up, and which steps need to be done before others, to minimise the work. For UV mapping and textures I try to keep things simple. The base of the tower here is slightly wider at the bottom, so rather than make the shape and then struggle with uvmapping and cutting up a texture, I uvmapped it as a straightforward box, and then scaled the bottom a bit larger ( and accept the minor distortion for the sake of an easier life). That then means I have to delay making any cuts in the box, for windows etc, until the uvmapping and base scaling is completed, otherwise it's very difficult to scale the base and keep the sides flat, if they have divisions. So basically I like to keep the uvmap as simple as possible, I'm sure the way I do it is not ideal, but it's what I'm comfortable with, and I'm getting a bit old to start doing things differently.

    I have another model in-work which has a roof which is partly peaked and partly conical, that's proving to be a challenge and I haven't yet found a good solution. Since the roof tiles texture is a plain rectangle, somehow I need to make it into a semicircle, without ( and this is the tricky part ) making the tiles in the centre of the circle smaller that the ones at the outer edge.

    This was my first attempt. The conical part is uvmapped as a rectangle, but as you can see the tiles get much smaller at the peak.

    I think I might experiment with long thin strips, one 'tile' high, which maybe I can subdivide and twist to make the half cone shape from these thin strips, as if they were paper.

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  • backgroundbackground Posts: 915
    edited June 12

    I think I improved it, might be acceptable from a distance. There's some fracturing but maybe I can tweak it. ( This is typical of me btw. part way through one job ( the tower ) and I break off to do something else ( the roundhouse roof ).

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  • barbultbarbult Posts: 27,173
    It looks good to me.
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,159

    yepyes

  • backgroundbackground Posts: 915
    edited June 12

    Thanks, I thought there was room for improvement, so I tweaked a few things and now  we have this. I think a man on a galloping horse   riding past it wouldn't see anything amis. laugh

    My dad used to say when I asked him if things I made were any good "If it's as good as one you could buy in a shop, then it's ok, otherwise try harder."

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  • richardandtracyrichardandtracy Posts: 7,839
    I wouldn't want to buy anything from a shop that sold stuff I made... Regards, Richard
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