POV-Ray : Newsgroups : povray.binaries.images : Layered Terxtures Again Server Time
20 Nov 2024 08:16:57 EST (-0500)
  Layered Terxtures Again (Message 1 to 2 of 2)  
From: banty
Subject: Layered Terxtures Again
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
 }


Post a reply to this message


Attachments:
Download 'estate.jpg' (42 KB)

Preview of image 'estate.jpg'
estate.jpg


 

From: Duncan Adamson
Subject: Re: Layered Terxtures Again
Date: 29 Sep 2001 14:54:01
Message: <3bb618c9@news.povray.org>
Looks very Doom II ish!

"banty" <ban### [at] rapidnetcom> wrote in message
news: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
>  }
>


----------------------------------------------------------------------------
----


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.