POV-Ray : Newsgroups : povray.general : Making a Statue Look Real : Re: Making a Statue Look Real Server Time
12 Aug 2024 11:17:42 EDT (-0400)
  Re: Making a Statue Look Real  
From: Robert J Becraft
Date: 22 Feb 1999 13:27:18
Message: <36D1A192.1EFCE7D4@aol.com>
It may be possible to simulate this kind of thing by using two copies of the
object.  The first has the brighter colors for the accessable areas, the second
is a darker color.
Both are centered, but the darker copy is scaled slightly smaller than the
brighter copy.  Depending on the veiw angle and how the scaling is done, this
could give darker portions in just those areas you would expect darker areas.  My
inclination is that the scaling would need to be one of the three vectors, not
all of them.  (ex: "...scale <1,.999,1>...").

Ron Parker wrote:

> On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
> >Plain white looks funny, too.  Rather, it doesn't look like stone, but
> >plastic or an obvious CG image.
>
> I saw a cool SIGGRAPH paper on texturing by "accessibility".  What
> you want is for less accessible areas of the sculpture to be darker,
> as they would have accumulated more dirt over the years that couldn't
> easily be cleaned away by nature or by human agents.  The paper I
> read gave some neat ideas for generating such textures for meshes
> and heightfield objects, but it looked slow.  On top of that,
> you'd basically need to use a UV map of some sort to apply it to
> a mesh.


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