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I refer to Norbert's 2012 message
http://news.povray.org/povray.binaries.images/thread/%3C4f661a38%241%40news.povray.org%3E/
I wanted to find out by myself how to model an autumn tree/shrub, using
the mesh2 file provided by Poseray as a basis. So, I did not use
Norbert's trick here. And indeed, like Nobert said, the render speed
dropped dramatically, but at least I understand texture patterning
better. As an example I used an Xfrog shrub (Cotoneaster integerriums -
Wild cotoneaster). The image is from my tree testing code.
For those interested, here is the code used (beware line breaks):
//start code
//=================================================================
#declare Obj_Leaf_ =
//The leaf image_map:
#declare PR_DIFFUSE = pigment {p_map2}
//Two colour variations using Poseray's pigment_multiply macro:
#declare PR_DIFFUSE1 = pigment {pigment_multiply(PR_DIFFUSE,
pigment{color srgb ((<1.00, 1.00, 0.00>-<1,1,1>)*1.00+<1,1,1>) })}
#declare PR_DIFFUSE2 = pigment {pigment_multiply(PR_DIFFUSE, pigment
{color srgb ((<1.00, 0.00, 0.00>-<1,1,1>)*1.00+<1,1,1>) })}
//A facultative uv-map scaling that may be set in Poseray:
#declare PatternScale = <1.25, 1.25, 1>;
//Finish decalration:
#declare F1 =
finish {
specular 0.2
roughness 0.001
diffuse 0.8
reflection {0 }
conserve_energy
}
//First texture definition with variation 1 of the leaf image_map:
#declare T1 =
texture {
pigment {uv_mapping PR_DIFFUSE1 scale PatternScale }
finish {F1}
}
//Second texture definition with variation 2 of the leaf image_map:
#declare T2 =
texture {
pigment {uv_mapping PR_DIFFUSE2 scale PatternScale }
finish {F1}
}
//A general transparency texture definition:
#declare T3 =
texture {
pigment {rgbft <0, 0, 0, 1, 1> }
}
//First patterned texture definition using a leaf mask image_map:
#declare T4 =
texture {/*uv_mapping*/
pigment_pattern {uv_mapping p_map3 scale PatternScale }
texture_map {
[0 T3]
[1 T1]
}
}
//Second patterned texture definition using a leaf mask image_map:
#declare T5 =
texture {/*uv_mapping*/
pigment_pattern {uv_mapping p_map3 scale PatternScale }
texture_map {
[0 T3]
[1 T2]
}
}
//Final material bringing it all together in a spherical texture pattern:
material {
texture {
spherical
texture_map {
[0.10 T5]
[0.90 T4]
}
translate 1*y //the spherical pattern is at the origin; you need
to position it
warp {turbulence 0.3} //some warp makes the pattern more natural
looking
}
}
//=================================================================
//end code
--
Thomas
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Attachments:
Download 'povtree_test.jpg' (256 KB)
Preview of image 'povtree_test.jpg'
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