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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'
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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
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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
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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
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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
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With this technique you may be able to fake cheese that has been drying out
because of improper sealing!
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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
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