POV-Ray : Newsgroups : povray.binaries.images : another bench Server Time
6 Nov 2024 02:22:40 EST (-0500)
  another bench (Message 1 to 4 of 4)  
From: scott
Subject: another bench
Date: 7 Apr 2005 11:56:18
Message: <42555822@news.povray.org>
This was really just a texture test, but I thought I'd make it into a
bench...


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From: Dave Matthews
Subject: Re: another bench
Date: 7 Apr 2005 12:10:00
Message: <web.42555b12ff89cfc38c7259570@news.povray.org>
"scott" <sco### [at] spamcom> wrote:
> This was really just a texture test, but I thought I'd make it into a
> bench...

That's a really cool texture, but if you want the boards to look like
they're textured separately, you might displace them large random amounts,
then texture them, then replace them, or else displace the textures large
random amounts (I can't remember why I prefer the former, but I seem to.)

Is that just a normal, or is it an isosurface?

Dave Matthews


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From: Xplo Eristotle
Subject: Re: another bench
Date: 7 Apr 2005 12:18:23
Message: <42555d4f@news.povray.org>
scott wrote:

> This was really just a texture test, but I thought I'd make it into a
> bench...

This reminds me of my old "cracked mud" isosurface, but lacks some of 
the detail (which wouldn't be noticed at a distance) and probably 
renders a hell of a lot faster.

So what's the code for it? ;D

-Xplo


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From: scott
Subject: Re: another bench
Date: 8 Apr 2005 05:15:46
Message: <42564bc2$1@news.povray.org>
Xplo Eristotle wrote:
> scott wrote:
>
>> This was really just a texture test, but I thought I'd make it into a
>> bench...
>
> This reminds me of my old "cracked mud" isosurface, but lacks some of
> the detail (which wouldn't be noticed at a distance) and probably
> renders a hell of a lot faster.
>
> So what's the code for it? ;D

Just a few nested crackle patterns and slope_map, texture_map and
color_maps, for the pigment and normal.  I'm still making a couple of
improvements (like larger sections where the paint has come off and you can
see the bare wood), so I won't post the source yet...


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