POV-Ray : Newsgroups : povray.binaries.images : Worn wood block (119kb jpeg) Server Time
17 Nov 2024 22:19:42 EST (-0500)
  Worn wood block (119kb jpeg) (Message 1 to 10 of 15)  
Goto Latest 10 Messages Next 5 Messages >>>
From: Samuel Benge
Subject: Worn wood block (119kb jpeg)
Date: 20 Aug 2004 23:58:45
Message: <4126C81A.6060907@hotmail.com>
Hello everyone! Thought I might as well post this one....

It's a wooden block made from six intersecting height_fields. The 
texture  uses a proximity pattern derived from an averaged, randomly 
translated object pigment of the same wood block. The proximity pattern 
is like a blurred version of the object in 3d space; it can be used to 
make physical edges appear chipped and scuffed through texture_mapping.

Questions and comments are always welcome~

-Sam


Post a reply to this message


Attachments:
Download 'block.jpg' (119 KB)

Preview of image 'block.jpg'
block.jpg


 

From: Slime
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 02:59:57
Message: <4126f2ed@news.povray.org>
> It's a wooden block made from six intersecting height_fields. The
> texture  uses a proximity pattern derived from an averaged, randomly
> translated object pigment of the same wood block. The proximity pattern
> is like a blurred version of the object in 3d space; it can be used to
> make physical edges appear chipped and scuffed through texture_mapping.


That's really awesome. I'm not sure I understand the proximity pattern bit.
Did you take an object pattern and then distort it with noise, and then use
a texture map based on that?

 - Slime
 [ http://www.slimeland.com/ ]


Post a reply to this message

From: Skip Talbot
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 03:22:15
Message: <4126f827@news.povray.org>
Brilliant!  After consulting the docs and rereading your post a few times...
I think I can grasp the concepts here.  Please do elaborate for us or post
the source.  The object pigment is being distorted and blurred and then
applied to the original shape to produce the affect right?  Its not the
height_field input itself being blurred and translated.  This should work on
meshes too, as long as they are solid/closed, right?

Skip


Post a reply to this message

From: Hugo Asm
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 08:01:41
Message: <412739a5$1@news.povray.org>
> Hello everyone! Thought I might as well post this one....

Yes, please post these.  :-)   My only suggestion on how to beautify this
image, would be to increase the camera "angle" because it almost looks
orthographic...

Regards,
Hugo


Post a reply to this message

From: George Pantazopoulos
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 10:38:33
Message: <41275e69$1@news.povray.org>
Samuel Benge wrote:
> Hello everyone! Thought I might as well post this one....
> 
> It's a wooden block made from six intersecting height_fields. The 
> texture  uses a proximity pattern derived from an averaged, randomly 
> translated object pigment of the same wood block. The proximity pattern 
> is like a blurred version of the object in 3d space; it can be used to 
> make physical edges appear chipped and scuffed through texture_mapping.
> 
> Questions and comments are always welcome~
> 
> -Sam
> 
> ------------------------------------------------------------------------
> 

Wow! This is awesome :)


-- 
-------------------------
George Pantazopoulos
http://www.gammaburst.net


Post a reply to this message

From: Darren New
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 14:17:23
Message: <412791b3$1@news.povray.org>
Awesome. :-)


Post a reply to this message

From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:35:56
Message: <4127B209.4020105@hotmail.com>
Skip Talbot wrote:

> Brilliant! 


Thanks!

> After consulting the docs and rereading your post a few times...
> I think I can grasp the concepts here.  Please do elaborate for us or post
> the source. 


I think a source posting is in order here.... I need to make a simpler 
example that will work as a spring board for ideas.

> The object pigment is being distorted and blurred and then
> applied to the original shape to produce the affect right? 


The object pattern is blurred by averaging it with a pigment_map. Each 
copy of the pigment is translated randomly. No distortion is performed, 
but can be if needed. The resulting 3d texture can then be placed inside 
a pigment_pattern{} block whenever I need it (typically pigment, normal 
and texture staments).

 > Its not the height_field input itself being blurred and translated.

Nope.

> This should work on
> meshes too, as long as they are solid/closed, right?
> 
> Skip


It works with *any* object you can declare.

-Sam


Post a reply to this message

From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:36:59
Message: <4127B24A.2010903@hotmail.com>
Slime wrote:

> That's really awesome.


Thank you.

> I'm not sure I understand the proximity pattern bit.
> Did you take an object pattern and then distort it with noise, and then use
> a texture map based on that?
> 

Sort of.... see my reply to Skip.

-Sam


Post a reply to this message

From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:38:01
Message: <4127B287.5050400@hotmail.com>
Hugo Asm wrote:

>>Hello everyone! Thought I might as well post this one....
>>
> 
> Yes, please post these.  :-)   My only suggestion on how to beautify this
> image, would be to increase the camera "angle" because it almost looks
> orthographic...
> 

I realized this... Sometimes the numbers can be a little touchy :)

-Sam


Post a reply to this message

From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:38:23
Message: <4127B29E.6060706@hotmail.com>
George Pantazopoulos wrote:

> Samuel Benge wrote:
<snip>>>
> 
> Wow! This is awesome :)


Thanks ;)

-Sam


Post a reply to this message

Goto Latest 10 Messages Next 5 Messages >>>

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