POV-Ray : Newsgroups : povray.newusers : how to make a marble tiling ? : Re: how to make a marble tiling ? Server Time
29 Jul 2024 22:25:01 EDT (-0400)
  Re: how to make a marble tiling ?  
From: Neil Kolban
Date: 18 Jan 2005 14:19:58
Message: <41ed615e$1@news.povray.org>
I'd like to capture what you found for our PovRay wiki.  Can you update the 
Wiki (see http://www.wikipov.org/) or else email me (kol### [at] kolbancom) 
with your results and I'll post on your behalf?

Neil

"regdo" <reg### [at] wanadoofr> wrote in message 
news:41ed5c7f$1@news.povray.org...
> Slime wrote:
>>>I'm trying to make a scene in which I want a marble floor, and would
>>>like to make it tiled.
>>>I tried a simple bump-map from a square picture, but it's ugly : I think
>>>I need a height_field, but I can't figure out how to make it match my
>>>map (just 4 white squares with "soft" white edges to make the joints).
>>>If you have a better idea of how to do it, I'll take any suggestion.
>>>Can anyone help ?
>>
>>
>> If you're finding that a tiled normal and pigment isn't good enough, then
>> the way to go is definitely to create one version of the tile, and copy 
>> it
>> many times.
>>
>> The copying can be done with while loops. Here's how I would do it 
>> (untested
>> code):
>>
>> /* make this object as fancy as you want; use a height field if you like 
>> */
>> #declare Tile = box {
>> <.05,-1,.05>, <.95,0,.95>
>> }
>>
>> #declare NumTilesX = 10;
>> #declare NumTilesZ = 10;
>>
>> #declare TileNumX = 0;
>> #while (TileNumX < NumTilesX)
>>     #declare TileNumZ = 0;
>>     #while (TileNumZ < NumTilesZ)
>>
>>         object {
>>             Tile
>>             translate <TileNumX, 0, TileNumZ>
>>         }
>>
>>         #declare TileNumZ = TileNumZ + 1;
>>     #end
>>     #declare TileNumX = TileNumX + 1;
>> #end
>>
>> There are a number of ways that this little script can be improved, but 
>> it's
>> a good starting point for placing tiled objects.
>>
>> As far as making an image_map line up with a height_field, do something 
>> like
>> this:
>>
>> height_field {
>>     tga "myheight.tga"
>>     pigment {
>>         image_map {
>>             tga "mypigment.tga"
>>         }
>>         rotate 90*x
>>     }
>>
>>     // transform height field here, no earlier
>> }
>>
>>  - Slime
>>  [ http://www.slimeland.com/ ]
>>
>>
> Thanks, I like that method, and will keep it in mind. In fact, I found a 
> good starting point in Gilles Tran's "fridge" scene : it has a wall and a 
> floor that matched my need, and I used a layered texture to map the marble 
> on "his" boxed texture.
> Thanks anyway for your answers.


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