POV-Ray : Newsgroups : povray.binaries.images : Head with skin texture : Re: Head with skin texture Server Time
14 Nov 2024 08:21:51 EST (-0500)
  Re: Head with skin texture  
From: Jim Charter
Date: 9 Mar 2004 13:12:12
Message: <404e08fc@news.povray.org>
Steve Shelby wrote:

> I spent the last week working on skin texture for my head model. I used UV
> mapping and a layered texture, put together in Moray's material editor. Any
> suggestions for improvement would be appreciated.
> Steve Shelby
> 
>    texture
>    {
>       pigment
>       {
>          image_map
>          {
>             jpeg   "C:\Documents and Settings\Administrator\My
> Documents\3D\UVhead1a.jpg"
>          }
>       }
>       finish
>       {
>          ambient 0.6
>          diffuse 0.4
>          phong 0.3
>          phong_size 2.6
>          specular 0.1
>       }
>    }
>    texture
>    {
>       pigment
>       {
>          color rgbf <1.0, 0.82, 0.6, 0.25>
>       }
>       normal
>       {
>          crackle form <-1.0, 1.0, 0.0>
>          turbulence 2.0
>          phase 0.01
>          sine_wave
>          scale  0.004
>       }
>       finish
>       {
>          ambient 0.01
>          phong 0.1
>          phong_size 60.0
>          specular 0.1
>       }
> 
> 
> 
> 
Okay I'm shooting from the hip: The more expert will correct me if I am
wrong I hope.

First, I think the finish you are getting is only the last one
specified. ( So right now you are getting nothing from the layering
except some sort of self-documenting code-construction niceness. )

Using a procedural texture to generate the image map and then applying
that with uvmapping is a good way to go.  I have seen it used before as
an automated way to establish a base pigment.  ( And you have used it
well to get a chroma effect, ie. playing warm vs cool such as red vs
green to produce a vibrant skin like tone. Excellent! )  Now you need to
add a lot of vagary with hand drawn spots, veins, lip color, etc. 
Again, in most graphics editors you can maintain these additions on 
separate layers,
and only let them merge in a saved off copy.  You may find as you make
your pigment more complex, that you may find a thinner base texture
works better. Not sure.  I am experimenting with all this myself.

To take the normal effect further you can add uvmapped bump_maps but
these are 'layered' via the 'average' pattern.

Similarly you can attempt to layer in bit_mapped variations on one of
the finish components: diffuse, specular, or reflection.  To do that, I
believe, you would compose textures that are identical except for the
component in question, and then mix them with the image_pattern.  So far
I am not sure how to break out all three separately, you could only
average them I think.


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