POV-Ray : Newsgroups : povray.binaries.images : Secret Passage WIP (TINA CHeP) : Re: Secret Passage WIP (TINA CHeP) Server Time
1 Jun 2024 05:26:42 EDT (-0400)
  Re: Secret Passage WIP (TINA CHeP)  
From: Thomas de Groot
Date: 9 Oct 2014 07:50:41
Message: <54367691$1@news.povray.org>
On 8-10-2014 20:53, Bald Eagle wrote:
> Whatever's going on, my floor is NOT coming out anywhere close to the rich honey
> yellow of the reference photo.

Try this. I believe it comes closer to what you want:

#local Tone = <1.2, 1.2, 0.3>;
#declare OakFloor =
texture {
    pigment {
     wood
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone]
       [0.2 srgb <142,  73, 18>/255 * Tone]
       [0.4 srgb <184, 115, 48>/255 * Tone]
       [0.6 srgb <157,  81, 23>/255 * Tone]
       [0.8 srgb <108,  45,  4>/255 * Tone]
       [1.0 srgb <156,  72, 26>/255 * Tone]
     }
     warp {turbulence <0.6, 0.1, 0.1>}
     scale <1, 1, 10>*0.5
     scale 0.3
     rotate 1*x
     rotate y*10
   }
}


You could also experiment with the following texture by Nicolas Rougier, 
which is an excellent wood texture:

//============= NR_Wood (2003) =============
#declare NR_wood_grain =
pigment {
   wood
   warp {cylindrical orientation y dist_exp 1}
   warp {turbulence 1.25}
   scale <.5,30,1>
   warp {turbulence .25}
   scale <1,10,1>
   warp {
     black_hole <0, 0.5, 0>, 1
     falloff 2
     strength 1.5
     repeat 7
     turbulence 2
     inverse
   }
}

#declare NR_wood_normal =
function {
   pigment {
     wood
     warp {cylindrical orientation y dist_exp 1}
     warp {turbulence 1.25}
     scale <.5,30,1>
     warp {turbulence .25}
     scale <1,5,1>
     color_map {[0 rgb <0,0,0>] [1 rgb <1,1,1>]}
   }
}

#declare NR_woodmap =
color_map {
     [0.00 srgb <0.949, 0.792, 0.514 >]
     [0.30 srgb <0.855, 0.651, 0.376 >]
     [0.60 srgb <0.831, 0.596, 0.275 >]
     [0.90 srgb <0.620, 0.447, 0.204 >]
}

#declare NR_Wood =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*0.5
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}


Thomas


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