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> Hi there,
>
> I would like to use some digital camouflage in a scene. As it turns out, the
> design philosophy behind digital camouflage is very interesting and
> sophisticated. According to the Wikipedia entry, "Digital camouflage is a type
> of camouflage pattern combining micro- and macro patterns, often with a
> pixellated look created with computer assistance. The function is to provide
> military camouflage over a range of distances, or equivalently over a range of
> scales, in the manner of fractals."
>
> So far I have set up the scene but used a simple random selection of three
> colors to create the digital camo grid (which is represented by a 2-dimensional
> array where each entry indicates one of the three possible colors). Now it is
> time to fine-tune the camo. I don't have any idea how to approach this task!
>
> I have attached a demonstration picture showing what appears to be
> professionally produced digital camouflage that I would like to try to emulate
> and also my simple version which I generated with POV-Ray. It's very obvious
> that the algorithm used to create the "real" camo is far superior to simple
> random selection. The difference becomes even more obvious in the
> thumbnail-sized images.
>
> So I'm curious if this happens to be of interest to anyone who may want to make
> a suggestion, or who may have accomplished something similar to this in the
> past. This may be beyond my ability due to my limited math skills but I will
> give it a try...
>
> PS - The .jpg version of the sample picture produced a larger file size than the
> ..png version so I posted the .png.
>
I'd start with a slightly turbulant cells pattern.
Next, overlay it with another similar pattern scalled smaller. That
second pattern should use filtering pigments, or transmiting if you prefer.
Maybe something like this (neutral grey on average) :
#declare ColourBase = color_map{[1/3 rgb 0.1][1/3 rgb 0.5][2/3 rgb
0.5][2/3 rgb 0.9]}
#declare ColourFilter = color_map{[1/3 rgb 0.1 filter 1][1/3 rgb 0.5
filter 1][2/3 rgb 0.5 filter 1][2/3 rgb 1 filter 1]}
#declare Camo = texture{cells color_map ColourBase warp{turbulece 0.3}}
texture{cells warp{turbulece 0.5} color_map ColourFilter scale 1/4}
texture{cells warp{turbulece 0.8} color_map ColourFilter scale 1/10}
Alain
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