POV-Ray : Newsgroups : povray.binaries.images : Edge proximity mapping (74kb jpeg) Server Time
17 Nov 2024 22:20:32 EST (-0500)
  Edge proximity mapping (74kb jpeg) (Message 1 to 7 of 7)  
From: Samuel Benge
Subject: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 00:08:13
Message: <412ABEAF.1040005@hotmail.com>
Hi everyone!

This image is not meant to look realistic. It portrays the underpinnings 
of the code which produced my last posted render, "Worn wood block."

In the image, notice how the edges of the (somewhat goofy) CSG object 
are highlighted: outside edges appear white and inside edges appear 
black. Topologically-challenged areas appear grey. Using this as a 
texture_map, one can make the outside edges have a dented appearance and 
the inside edges look pristine.

The code for this image has been dropped over at p.b.scene-files under 
the same title as this message.

Questions and comments are welcome as usual~

-Sam


Post a reply to this message


Attachments:
Download 'edger.jpg' (74 KB)

Preview of image 'edger.jpg'
edger.jpg


 

From: Rune
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 02:51:41
Message: <412ae57d@news.povray.org>
Samuel Benge wrote:
> This image is not meant to look realistic. It portrays the
> underpinnings of the code which produced my last posted render, "Worn
> wood block."

It's the same technique as described here, isn't it? :)
http://news.povray.org/povray.binaries.images/thread/%3C3fc74d84%40news.povray.org%3E/?ttop=197616&toff=900

Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


Post a reply to this message

From: Samuel Benge
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 11:49:05
Message: <412CB4D0.3030504@hotmail.com>
Rune wrote:

> Samuel Benge wrote:
> 
>>This image is not meant to look realistic. It portrays the
>>underpinnings of the code which produced my last posted render, "Worn
>>wood block."
>>
> 
> It's the same technique as described here, isn't it? :)
>
http://news.povray.org/povray.binaries.images/thread/%3C3fc74d84%40news.povray.org%3E/?ttop=197616&toff=900
> 
> Rune


Yes, but somebody wanted code, and I gave it. It's a basic technique, 
and I don't claim to have originated it. It's based on the faked 
subsurface scattering technique I was developing a while back, and I'm 
sure that was based on something else, too.


-Sam


Post a reply to this message

From: Samuel Benge
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 12:17:30
Message: <412CBB79.2040202@hotmail.com>
Samuel Benge wrote:

> Rune wrote:
>>
>> It's the same technique as described here, isn't it? :)
>>
http://news.povray.org/povray.binaries.images/thread/%3C3fc74d84%40news.povray.org%3E/?ttop=197616&toff=900

> 
> Yes, but somebody wanted code, and I gave it. It's a basic technique, 
> and I don't claim to have originated it. It's based on the faked 
> subsurface scattering technique I was developing a while back, and I'm 
> sure that was based on something else, too.
> 
> 
> -Sam

After looking at your Simple Patina Macro post, it looks like I even 
replied to it.... man my memory ain't so good. You can be sure, at 
least, that I built up my code from scratch :c)

-Sam


Post a reply to this message

From: Arlo J
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 15:35:57
Message: <412b989d@news.povray.org>
What this kind of reminds me off is how those 'dirt/rust' plug ins for 
other 3D programs calculate where to place the texture map that will be 
the dirt/rust (as those things tend to collect in corners)...

Arlo

Samuel Benge wrote:

> In the image, notice how the edges of the (somewhat goofy) CSG object 
> are highlighted: outside edges appear white and inside edges appear 
> black. Topologically-challenged areas appear grey. Using this as a 
> texture_map, one can make the outside edges have a dented appearance and 
> the inside edges look pristine.


Post a reply to this message

From: Eli
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 24 Aug 2004 16:55:09
Message: <412bab2d@news.povray.org>
With this technique you may be able to fake cheese that has been drying out 
because of improper sealing!


Post a reply to this message

From: Rune
Subject: Re: Edge proximity mapping (74kb jpeg)
Date: 25 Aug 2004 03:43:50
Message: <412c4336$1@news.povray.org>
Samuel Benge wrote:
> Samuel Benge wrote:
>> Yes, but somebody wanted code, and I gave it. It's a basic technique,
>> and I don't claim to have originated it. It's based on the faked
>> subsurface scattering technique I was developing a while back, and
>> I'm sure that was based on something else, too.
>
> After looking at your Simple Patina Macro post, it looks like I even
> replied to it.... man my memory ain't so good. You can be sure, at
> least, that I built up my code from scratch :c)

No accusations from me, I just find it curious that techniques sometimes get
reinvented... :) BTW, I think my simple patina macro was inspired by your
faked subsurface scattering technique in the first place.

Rune
-- 
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk


Post a reply to this message

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