|
|
F.VERBAAS wrote:
> Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
>
> > It is very easy ! Take a look at the example pov scene
> >called whiltile.pov that comes with POV-Ray
>
> Ok, I should have been more precise. I was looking for something in
> the form
> of a pattern, similar to brick, but not staggered.
> I hoped someone would know a sneeky oblique section trough the brick
> pattern, or a special combination of the parametes for the quilted
> pattern.
> I experimented with those, but found no answer.
>
> The 'whilitile' example you mention uses a separate object for each
> tile.
> Great for close-ups and tiles in fancy patterns, but my current
> project
> features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m (
> 64/m2),
> that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but
> in this
> case I need my sparse RAM for other purposes.
>
> If not, I will rest with a layered texture with two crossing top
> layers
> giving the mortar lines on a transparant 'sheet', and the tile pigment
> as
> the background. This gives only a moderate overhead.
>
> Frans
> p.s.
> While typing this, another solution springs to my mind: CSG the floor
> box
> with a grid of cylinders in mortar texture. This would be an
> intermediate
> solution, giving both shape and texture at the sacrifice of speed and
> memory.
Hi,
I recently did a scene with tiled sidewalk and had a similar problem.
But this is really not difficult: the brick pattern is only staggered
along the XZ plane. When applied to a horisontal surface, it looks just
like checker - but with mortar.
As for the normal - average together two perpendicular gradient patterns
with slope_map to get a grid-like pattern (I think Chris describes this
in his reply). There is a problem here, though: you have to translate
the normal patter a bit in the XZ direction, or it won't match the
mortar excactly.
I hope this helps.
Margus
Post a reply to this message
|
|