POV-Ray : Newsgroups : povray.general : Stupid question about normal tiles : Re: Stupid question about normal tiles Server Time
16 Nov 2024 09:19:48 EST (-0500)
  Re: Stupid question about normal tiles  
From: Ken
Date: 12 Sep 1998 08:12:12
Message: <35FA5687.4788432D@pacbell.net>
F.VERBAAS wrote:

> Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
>
> >  It is very easy ! Take a look at the example pov scene
> >called whiltile.pov that comes with POV-Ray
>
> Ok, I should have been more precise. I was looking for something in the form
> of a pattern, similar to brick, but not staggered.
> I hoped someone would know a sneeky oblique section trough the brick
> pattern, or a special combination of the parametes for the quilted pattern.
> I experimented with those, but found no answer.
>
> The 'whilitile' example you mention uses a separate object for each tile.
> Great for close-ups and tiles in fancy patterns,  but my current project
> features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m ( 64/m2),
> that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but in this
> case I need my sparse RAM for other purposes.
>
> If not, I will rest with a layered texture with two crossing top layers
> giving the mortar lines on a transparant 'sheet', and the tile pigment as
> the background. This gives only a moderate overhead.
>
> Frans
> p.s.
> While typing this, another solution springs to my mind: CSG the floor box
> with a grid of cylinders in mortar texture. This would be an intermediate
> solution, giving both shape and texture at the sacrifice of speed and
> memory.

     There was a scene I did once where I wanted gold plated like
cross hatched floor tiles.
    What I ended up doing was to create the pattern I wanted using
pov primitives. I set the camera so it was viewed at center with only
ambient lighting.
    I then rendered the scene and used that for a tiled  image map and
a bump map for the real floor. If you don't use the once option it will
repeat continuosly. Just make sure you rotate the image map the right
direction.
    For the bump map I made a copy of the image map and converted
it to greyscale. It looked pretty realist once done.

    You could also try making a repeating pattern and render it using the
hf_gray
setting then use it for a tiled height_field. Maybe a brick pigment using white
and gray. Then use a regular brick pigment/texture on it afterward.
Just a thought anyway.

That bricks pattern seen on povray.binaries.images looks pretty interesting
and the source was just posted for that today. I didn't look to see how it
was done though.

Ken


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