POV-Ray : Newsgroups : povray.advanced-users : ambient occlusion applied to textures Server Time
5 Jul 2024 15:55:42 EDT (-0400)
  ambient occlusion applied to textures (Message 1 to 4 of 4)  
From: Kirk Andrews
Subject: ambient occlusion applied to textures
Date: 20 Jun 2007 15:55:02
Message: <web.467985545fa233928d9b8bbd0@news.povray.org>
Some time ago a saw a post in the image binaries titled "ambient occlusion",
which is a way of lighting objects such that crevices and corners receive
less ambient light.  It would incredibly useful if this could be applied to
*textures*, allowing a "dirty" or "mossy" texture to be applied only to
crevices and corners.  I wonder if anyone knows of a way of doing this?

-- Kirk


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From: Samuel Benge
Subject: Re: ambient occlusion applied to textures
Date: 20 Jun 2007 22:07:43
Message: <4679dd6f$1@news.povray.org>
Kirk Andrews wrote:
> Some time ago a saw a post in the image binaries titled "ambient occlusion",
> which is a way of lighting objects such that crevices and corners receive
> less ambient light.  It would incredibly useful if this could be applied to
> *textures*, allowing a "dirty" or "mossy" texture to be applied only to
> crevices and corners.  I wonder if anyone knows of a way of doing this?
> 
> -- Kirk

One way is to use MegaPOV's projection pattern: 2.6.3. Projection pattern

To get a full effect, you would need several patterns to specify blurry 
light_sources all around the object. They would be averaged together.

The other option I know of (and it may have been my post you saw), is to 
  make a pigment out of the target object and combine jittered versions 
of it into an average pigment's pigment_map. If that makes any sense.

Both ways will be terribly slow.

~Sam


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From: Alain
Subject: Re: ambient occlusion applied to textures
Date: 21 Jun 2007 05:59:07
Message: <467a4beb$1@news.povray.org>
Samuel Benge nous apporta ses lumieres en ce 2007/06/20 22:08:
> Kirk Andrews wrote:
>> Some time ago a saw a post in the image binaries titled "ambient 
>> occlusion",
>> which is a way of lighting objects such that crevices and corners receive
>> less ambient light.  It would incredibly useful if this could be 
>> applied to
>> *textures*, allowing a "dirty" or "mossy" texture to be applied only to
>> crevices and corners.  I wonder if anyone knows of a way of doing this?
>>
>> -- Kirk
> 
> One way is to use MegaPOV's projection pattern: 2.6.3. Projection pattern
> 
> To get a full effect, you would need several patterns to specify blurry 
> light_sources all around the object. They would be averaged together.
Don't know.
> 
> The other option I know of (and it may have been my post you saw), is to 
>  make a pigment out of the target object and combine jittered versions 
> of it into an average pigment's pigment_map. If that makes any sense.
Done!
> 
> Both ways will be terribly slow.
> 
> ~Sam
The object pattern is used in the patina macro, and yes, it's teribly slow, in 
particular if there is some reflection involved.

-- 
Alain
-------------------------------------------------
A day without sunshine is like, night


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From: Tim Attwood
Subject: Re: ambient occlusion applied to textures
Date: 22 Jun 2007 04:35:03
Message: <467b89b7@news.povray.org>
This macro does some edge detection, but the results are
so so. And it generates a zillion acos warnings. And it's slow.

#include "rand.inc"
#include "transforms.inc"
#include "math.inc"

#macro detect(Obj, N, Size, Angle, EDGE, CREVICE)
   #local mn = min_extent(Obj);
   #local mx = max_extent(Obj);
   #local cntr = (mn+mx)/2;
   #local rad = vlength(mx-cntr)+1;
   #local S1 = seed(1);
   #local THit = array[9];
   #local TNorm = array[9];
   #local TFrom = array[9];
   #local TLen = array[9];

   #local c = 0;
   #while (c<N)
      #local RP = VRand_On_Sphere(S1);
      #local RN = -1*RP;
      #local TFP = RP*rad+cntr;
      #local RNPerp = VPerp_To_Vector(RN);

      // the 9 points to trace from
      #local TFrom[0] = TFP;
      #local tc = 0;
      #while (tc<8)
         #local TFrom[tc+1] = TFP + vaxis_rotate(Size*RNPerp,RN,tc*45);
         #local tc=tc+1;
      #end

      // the 9 traces
      #local tc = 0;
      #while (tc<9)
         #local Norm = <0,0,0>;
         #local THit[tc] = trace(Obj, TFrom[tc], RN, Norm);
         #local TNorm[tc] = Norm;
         #local tc=tc+1;
      #end

      // check if any of the 9 traces missed
      #local Tmissed = false;
      #local tc = 0;
      #while (tc<9)
         #if (vlength(TNorm[tc])=0)
            #local Tmissed = true;
         #end
         #local tc=tc+1;
      #end

      #if (Tmissed = false)
         // the 4 angles checks
         #local A_1 = (VAngleD( THit[1]-THit[0], THit[5]-THit[0]) > Angle);
         #local A_2 = (VAngleD( THit[2]-THit[0], THit[6]-THit[0]) > Angle);
         #local A_3 = (VAngleD( THit[3]-THit[0], THit[7]-THit[0]) > Angle);
         #local A_4 = (VAngleD( THit[4]-THit[0], THit[8]-THit[0]) > Angle);

         // the 9 lengths
        #local tc = 0;
        #while (tc<9)
           #local TLen[tc] = vlength(TFrom[tc]-THit[tc]);
           #local tc=tc+1;
        #end

        // the belly button check
        #local Innie_1 = ((TLen[1]<TLen[0]) & (TLen[5]<TLen[0]));
        #local Innie_2 = ((TLen[2]<TLen[0]) & (TLen[6]<TLen[0]));
        #local Innie_3 = ((TLen[3]<TLen[0]) & (TLen[7]<TLen[0]));
        #local Innie_4 = ((TLen[4]<TLen[0]) & (TLen[8]<TLen[0]));
        #local Outie_1 = ((TLen[1]>TLen[0]) & (TLen[5]>TLen[0]));
        #local Outie_2 = ((TLen[2]>TLen[0]) & (TLen[6]>TLen[0]));
        #local Outie_3 = ((TLen[3]>TLen[0]) & (TLen[7]>TLen[0]));
        #local Outie_4 = ((TLen[4]>TLen[0]) & (TLen[8]>TLen[0]));

        // edge detection
        #if ( ((A_1)&(Outie_1)) |
              ((A_2)&(Outie_2)) |
              ((A_3)&(Outie_3)) |
              ((A_4)&(Outie_4)) )
           #local edge_detected = true;
        #else
           #local edge_detected = false;
        #end

        // crevice detection
        #if ( ((A_1)&(Innie_1)) |
              ((A_2)&(Innie_2)) |
              ((A_3)&(Innie_3)) |
              ((A_4)&(Innie_4)) )
           #local crevice_detected = true;
        #else
           #local crevice_detected = false;
        #end

        // do edges
        #if (EDGE & edge_detected)
           sphere{THit[0],Size}
        #end

        // do crevices
        #if (CREVICE & crevice_detected)
           sphere{THit[0],Size}
        #end

      #end

      #local c=c+1;
   #end
#end

#macro edge(Obj, N, Size, Angle)
   detect(Obj, N, Size, Angle, true, false)
#end

#macro crevice(Obj, N, Size, Angle)
   detect(Obj, N, Size, Angle, false, true)
#end

#declare Sample = union {
   box {0,1 translate <-0.5,-1.2,0>}
   box {0,1 translate <-1.5,-1,0.1>}
   box {0,1 translate <0.5,-1,0.1>}
};

object{ Sample
   pigment{
      object {
         union {
            edge(Sample, 5000, 0.05, 45)
         }
         Cyan*0.5
         Blue
      }
   }
}


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