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From: Jim Charter
Subject: Boli (29 Kb)
Date: 5 Feb 2005 11:23:01
Message: <4204f2e5@news.povray.org>
Blobs and procedurals

Bamana people, Boli altar figure, organic materials


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From: Rafal 'Raf256' Maj
Subject: Re: Boli (29 Kb)
Date: 5 Feb 2005 12:40:27
Message: <Xns95F4BDEBC4B2raf256com@203.29.75.35>
jrc### [at] msncom news:4204f2e5@news.povray.org

Very realistic :)

What was formula of distortion of surface? Somethinkg like 
+f_crackle(x,y,z) ?

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Jim Charter
Subject: Re: Boli (29 Kb)
Date: 5 Feb 2005 18:28:09
Message: <42055689$1@news.povray.org>
Rafal 'Raf256' Maj wrote:
> jrc### [at] msncom news:4204f2e5@news.povray.org
> 
> Very realistic :)

Thanks.

> 
> What was formula of distortion of surface? Somethinkg like 
> +f_crackle(x,y,z) ?
> 


Based on crackle yes but I defined the function on a pigment so I could 
use the pigment_map to manipulate the profile. Leaving out the 
turbulence manipulators*, the main idea was this:
Two instances of the crackle at scale .6 are averaged.  One is a map of 
tones designed to raise the edges of the cells to form "flakes", the 
second is a map of scaled down instances of crackle. Their scale changes 
across the cell of the larger crackle with the scale getting smaller 
towards the "raised" edge of the "flake".  Also the inner crackle cells 
are toned to form humps rather than hollows.

function {
  pigment {
   average
   pigment_map {
     [1
       crackle
       scale .6
       pigment_map {
         [0 rgb 0]
         [.1 rgb 0]
         [.3 rgb 1]
         [1 rgb .5]
       }
     ]
     [1
       crackle
       scale .6
       pigment_map {
         [0 rgb 0]
         [.1 rgb 0]
         [.3
	  crackle
           scale .15
           pigment_map {
            [0 rgb 0]
            [.1 rgb 0]
            [.3 rgb .5]
            [1 rgb 1]
           }
         ]
         [1
	  crackle
           scale .45
           pigment_map {
            [0 rgb 0]
            [.1 rgb 0]
            [.3 rgb .5]
            [1 rgb 1]
           }
         ]
       }
     ]
   }
  }
}

*generally like:
turbulence .35

octaves 4
lambda 2.1
omega .55


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From: Stephen
Subject: Re: Boli (29 Kb)
Date: 6 Feb 2005 15:30:01
Message: <web.42067d99152825da455988290@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> Blobs and procedurals
>
> Bamana people, Boli altar figure, organic materials

That is nice. If it was real I would buy it if I could afford it :-)
It reminds me of statues I have seen in the Iraklion museum in Crete, the
shape and weathering.


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From: Jeremy M  Praay
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 09:56:37
Message: <420781a5$1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> wrote in message 
news:4204f2e5@news.povray.org...
> Blobs and procedurals
>
> Bamana people, Boli altar figure, organic materials


Very nice, Jim!

The cracks are just pigments and normals?  No isosurfaces?  If so, they are 
incredibly realistic normals.

I tried something similar with iso-surfaces awhile ago, to produce a desert 
scene.  This effect is much more realistic than what I used. I should see 
what I can do with that.

-- 
Jeremy
www.beantoad.com


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From: Jim Charter
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 12:59:23
Message: <4207ac7b@news.povray.org>
Jeremy M. Praay wrote:
> "Jim Charter" <jrc### [at] msncom> wrote in message 
> news:4204f2e5@news.povray.org...
> 
>>Blobs and procedurals
>>
>>Bamana people, Boli altar figure, organic materials
> 
> 
> 
> Very nice, Jim!

Thankyou.

> 
> The cracks are just pigments and normals?  No isosurfaces?  If so, they are 
> incredibly realistic normals.
> 
> I tried something similar with iso-surfaces awhile ago, to produce a desert 
> scene.  This effect is much more realistic than what I used. I should see 
> what I can do with that.
> 
The ultimate intention is to do it with isoblobs and real displacement 
based on the texture.  In fact I first modeled the figure in isoblobs 
using iso_csg,  and I do have an early render with a displacement using 
a granite texture (attached),  but I switched to regular blobs and 
normals for development purposes.  I tried one overnight render with 
this complex texture but I was very slow.  I was using the adaptive max 
gradient like a good little doobie which is probably why.  I expect I 
can get good results cheating on the max gradient but it will still be a 
long render so I am trying to put together a little nicer setting to go 
along with it.

Here is some picture of Boli
http://www.hamillgallery.com/BAMANA/BamanaBoli/BamanaBoli04.html

Here the fissures have more of a crevice quality which should be a 
relatively easy effect.  The one I was studying in the Metropolitan 
Museum, however, shows more of a flaking effect with the edges at the 
cracks scalloped outward more.


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From: Jeremy M  Praay
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 15:55:42
Message: <4207d5ce$1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> wrote in message 
news:4207ac7b@news.povray.org...
> The ultimate intention is to do it with isoblobs and real displacement
> based on the texture.  In fact I first modeled the figure in isoblobs
> using iso_csg,  and I do have an early render with a displacement using
> a granite texture (attached),  but I switched to regular blobs and
> normals for development purposes.  I tried one overnight render with
> this complex texture but I was very slow.  I was using the adaptive max
> gradient like a good little doobie which is probably why.  I expect I
> can get good results cheating on the max gradient but it will still be a
> long render so I am trying to put together a little nicer setting to go
> along with it.
>
> Here is some picture of Boli
> http://www.hamillgallery.com/BAMANA/BamanaBoli/BamanaBoli04.html
>

> Here the fissures have more of a crevice quality which should be a
> relatively easy effect.  The one I was studying in the Metropolitan
> Museum, however, shows more of a flaking effect with the edges at the
> cracks scalloped outward more.


Googling also gave me this link, if you're interested in other photographic 
references: http://www.randafricanart.com/Henfrey_Boli.html.
I can see both types of surfaces here.  Judging from these (at the bottom of 
the page, esp.), your attempt at the texture of the surface seems really 
good.  Is that one from the MMOA the same one that you were looking at (near 
the bottom of the page)?

The texture of your original also makes me think of brownies.  It seems to 
be a great multi-purpose surface texture: paint coming off walls, desert 
mud, etc.  I may have to play around with the code you supplied.  :-)

-- 
Jeremy
www.beantoad.com


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From: Shay
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 15:57:12
Message: <4207d628$1@news.povray.org>
Jim Charter wrote:
> Blobs and procedurals
> 
> Bamana people, Boli altar figure, organic materials
> 
> 
> -----------------------------------------------------
> 

Is there something symbolic about the use of blobs? The creation of an 
icon from readily available "materials"? Looks a lot more like blobs 
than clay to be honest.

Texture is really incredible.

  -Shay


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From: Jim Charter
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 16:11:34
Message: <4207d986$1@news.povray.org>
Jeremy M. Praay wrote:
> "Jim Charter" <jrc### [at] msncom> wrote in message 
> news:4207ac7b@news.povray.org...
> 
>>The ultimate intention is to do it with isoblobs and real displacement
>>based on the texture.  In fact I first modeled the figure in isoblobs
>>using iso_csg,  and I do have an early render with a displacement using
>>a granite texture (attached),  but I switched to regular blobs and
>>normals for development purposes.  I tried one overnight render with
>>this complex texture but I was very slow.  I was using the adaptive max
>>gradient like a good little doobie which is probably why.  I expect I
>>can get good results cheating on the max gradient but it will still be a
>>long render so I am trying to put together a little nicer setting to go
>>along with it.
>>
>>Here is some picture of Boli
>>http://www.hamillgallery.com/BAMANA/BamanaBoli/BamanaBoli04.html
>>
> 
> 
>>Here the fissures have more of a crevice quality which should be a
>>relatively easy effect.  The one I was studying in the Metropolitan
>>Museum, however, shows more of a flaking effect with the edges at the
>>cracks scalloped outward more.
> 
> 
> 
> Googling also gave me this link, if you're interested in other photographic 
> references: http://www.randafricanart.com/Henfrey_Boli.html.
> I can see both types of surfaces here.  Judging from these (at the bottom of 
> the page, esp.), your attempt at the texture of the surface seems really 
> good.  Is that one from the MMOA the same one that you were looking at (near 
> the bottom of the page)?

Wow!  That link pretty much sums it up.  Yes that must be the one, there 
is only one on display anyway and the largesh head and relatively stubby 
legs compared to others looks right.  It is the opposite aspect that is 
on dislap in the case however.  But I feel so vindicated.  That link 
does show that some have a more crusty look, others more doughy.


> 
> The texture of your original also makes me think of brownies.  It seems to 
> be a great multi-purpose surface texture: paint coming off walls, desert 
> mud, etc.  I may have to play around with the code you supplied.  :-)
> 

One vital thing I omitted there was that I am applying a poly_wave .25 - 
.35  And as I think I footnoted, I reduced the octaves to 4 and 
compensated by increasing lambda and omega slightly


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From: Jim Charter
Subject: Re: Boli (29 Kb)
Date: 7 Feb 2005 16:13:52
Message: <4207da10$1@news.povray.org>
Shay wrote:
> Jim Charter wrote:
> 
>> Blobs and procedurals
>>
>> Bamana people, Boli altar figure, organic materials
>>
>>
>> -----------------------------------------------------
>>
> 
> Is there something symbolic about the use of blobs? 

No just th obvious thing, getting a little OD'd
on mesh.

The creation of an
> icon from readily available "materials"? Looks a lot more like blobs 
> than clay to be honest.

I don't think they are clay, not sure what is underneath but the overall 
effect is like of very smooth transitions like layers over smoothing 
layer of paint or something.

> 
> Texture is really incredible.
> 
tanks


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