POV-Ray : Newsgroups : povray.binaries.images : Layered Terxtures Again : Layered Terxtures Again Server Time
20 Nov 2024 06:35:04 EST (-0500)
  Layered Terxtures Again  
From: banty
Date: 28 Sep 2001 12:48:52
Message: <3BB4AC01.70DF7ADD@rapidnet.com>
I tried using a material map instead of the patterned texture in the
code below, but the result was exactly the same. PoV aborted the render
and gave me a message "Cannot layer a patterned texture over another."
    If I did it right the result should be a graduated texture rising
along the y axis so that the mortar between the stones is White*0.625
with a scaled granite normal to a bozo texture composed of the three
pre-defined textures.
    This was my first attempt at creating a complex texture and I'm not
entirely sure it would work as expected, so if there're any other
problems with the code it's due to lack of experience.

#declare Slate =
texture {
 pigment {
  gradient x*z
  triangle_wave
  frequency 8000
  color_map {
   [0.0 SlateBlue filter 0.1]
   [0.5 White filter 0.1 ]
   }
  }
 normal { gradient x*z triangle_wave frequency 8000 }
 }

#declare River_Rock =
texture {
 pigment {
  agate
  turbulence 0.8
  color_map {
   [0.0, 0.25 color rgbf <0.349019, 0.082352, 0.27843, 0.1>
       color rgbf <0.419607, 0.0, 0.188235, 0.1> ]
   [0.25, 0.5 color rgbf <0.349019, 0.0, 0.188235, 0.1>
       color rgbf <0.45, 0.0, 0.1875, 0.1> ]
   [0.5, 0.75 color rgbf <0.45, 0.0, 0.1875, 0.1>
       color rgbf <0.45, 0.1875, 0.25, 0.1> ]
   [0.75, 1.0 color rgbf <0.45, 0.1875, 0.25, 0.1>
       color rgbf <0.875, 0.875, 0.875, 0.1> ]
   }
  }
 finish { reflection 0.03125 ambient 0.1 diffuse 0.03125 phong 0.25
phong_size 0.0625 }
 }

#declare SandStone =
texture {
 pigment {
  granite
  turbulence 1.5
  color_map {
   [0.0 color rgbf <0.5, 0.0, 0.0, 0.1> ]
   [0.0 color rgbf <0.875, 0.875, 0.875, 0.1> ]
   }
  scale 0.0155125
  }
 normal { wrinkles 1 sine_wave scale 0.1875 }
 }

#declare BaseTex =
texture {
 pigment { White*0.625 filter 0.1 }
 normal { granite 1 scale 0.005 }
 }

#declare TTex =
texture {
 bozo
 sine_wave
 turbulence 1.2
 texture_map {
  [0.0 SandStone ]
  [0.5 Slate ]
  [1.0 River_Rock ]
  }
 }

#declare GradTex =
texture {
 gradient y
 texture_map {
  [0.0 BaseTex ]
  [0.375 TTex ]
  }
 }

light_source { <-135000.0*ft, 135000.0*ft, -135000.0*ft> color rgb 1.0/*
fade_distance 28000*ft fade_power 2*/ }

camera {
 location <0.0, 6.0*ft, -20.0*ft>
 look_at <0.0, 6.0*ft, 0.0>
 }

object {
 plane { <0 1 0> 1 }
 normal {
  bump_map {
   tga "Cobblestone.tga"
   map_type 0
   interpolate 2
   use_color
   bump_size 0.5
   }
  rotate 90*x
  scale <12.0*ft, 1.0, 12.0*ft>
  translate <-6.0*ft, 1.0, -6.0*ft>
  }
 texture { GradTex }
  translate -1.0*y
 }


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