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> Alain <kua### [at] videotronca> wrote:
>> 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
>
> Thanks for the suggestion! If I used your code correctly (had to make a couple
> adjustments) then the results are a very nice traditional-looking camo pattern
> (render attached). What I'm attempting is the trendy pixelated "digital" style
> camo pattern similar to Marine Pattern (MARPAT) or Universal Camouflage Pattern
> (UCP). These patterns are generated using fractal functions in order to maintain
> the similar pattern appearance at short and far distances. I find that this is
> well beyond my ability! I have been reading about camouflage design and it's
> very interesting and scientific, but requires more math skill than I possess.
>
> Regards,
> Dave Blandston
>
Let see...
First, change the uniform pigments for the checkers pigment :
#declare ColourBase = color_map{[1/3 checkers rgb 0 rgb 0.5][1/3
checkers rgb 0.35 rgb 0.7 scale 0.5][2/3 checkers rgb 0.35 rgb 0.7 scale
0.5][2/3 checkers rgb 0.55 rgb 0.98 scale 0.25]}
#declare ColourFilter = color_map{[1/3 checkers rgb 0 rgb 0.5 filter
1scale 0.4][1/3 checkers rgb 0.35 rgb 0.7 filter 1 scale 0.2][2/3
checkers rgb 0.35 rgb 0.7 filter 1 scale 0.2][2/3 checkers rgb 0.55 rgb
1 filter 1 scale 0.1]}
Next, place the warp{turbulence} blocks BEFORE the pigments so that the
turbulence don't affect them :
#declare Camo = texture{cells warp{turbulece 0.3} color_map ColourBase}
texture{cells warp{turbulece 0.5} color_map ColourFilter scale 1/4}
texture{cells warp{turbulece 0.8} color_map ColourFilter scale 1/16}
This way, the cells pattern get the turbulencs, but, the checkers
pattern should remain undisturbed.
The various scales will make pixels of various sizes.
Alain
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