POV-Ray : Newsgroups : povray.binaries.images : Urbex - wip 12 : Re: Urbex - wip 12 Server Time
6 Oct 2024 05:40:56 EDT (-0400)
  Re: Urbex - wip 12  
From: Patrick Elliott
Date: 13 Aug 2014 12:21:05
Message: <53eb9071$1@news.povray.org>
On 8/12/2014 8:35 AM, Cousin Ricky wrote:
> Patrick Elliott <kag### [at] gmailcom> wrote:
>>   But, yeah, the one obvious thing
>> missing is the "hanging" bits, where its still peeling, for one. Your
>> version, I suppose, looks more like what someone might get is being real
>> careful about scraping those bits off, to leave a smooth surface.
>
> This was discussed a while back, and no good solution was found.
>
>
Had a thought on this.. Modifying the texture so you have, basically, a 
white line that produces a hard transition to a height field, right 
along the point of delineation between the peeled and non-peeled parts 
would give you at least a start point, right? You would then have a sort 
of "punch through" effect, where there is a ridge of material, all 
around the point of transition. The problem then is doing something else 
to the resulting height field so that its not a solid outline, but has a 
more random "hang" and gaps in it, then... texturing gets a bit funky, I 
admit, since you have to somehow get it to apply the right "underside" 
coloration to the inside of this punch out, and the paint color, and 
other variances, to the "outside". But, yeah, that is a tough one, since 
I am not even sure how to get past the, "Use a modded version of the 
texture to get a height field.", part. lol

-- 
Commander Vimes: "You take a bunch of people who don't seem any 
different from you and me, but when you add them all together you get 
this sort of huge raving maniac with national borders and an anthem."


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