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Thanks. I spent much time on these textures. But it is only your input,
that will make them fully usable. Thanks a lot!
On 23.04.2018 15:15, Bill Pragnell wrote:
> Here's a simple example which will 'randomise' a pigment into bricks in t
he X-Z
> plane (I assume if you're after a floor texture, you're not worried about
it
> looking good in any other planes).
>
> #declare BX = 0.75;
> #declare BZ = 0.25;
> #declare YOffset = 2;
> #declare MaxSceneSize = 100;
> #declare Example = pigment {
> bozo color_map { [0 rgb 0] [1 rgb 1] }
> scale 0.1
> warp { repeat x*BX offset y*YOffset }
> warp { repeat z*BZ offset x*(MaxSceneSize + 0.5)*BX }
> }
>
> BX and BZ are the x and z brick dimensions. YOffset is an out-of plane of
fset
> that gives the randomness - it only needs to be big enough to produce a
> noticeable change in the pattern. MaxSceneSize is the row-on-row offset t
o make
> sure the repetition is out of sight (or just not noticeable).
>
> Obviously you'll need to synchronise the pattern and the warps between pi
gments
> and normals so they match up. Your example code was two layered textures
so
> it'll be best to #declare stuff so you can change it easily. You were usi
ng wood
> textures, so I don't know if you were relying on the core of the pattern
- my
> YOffset tactic might not work well with that. Good luck!
---
http://www.avg.com
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