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Wasn't it Mike Williams who wrote:
>I managed to create a procedural version that has the black grout lines
>between the tiles. The "scale 1.0472" was determined by trial and error,
>looking at a region 5000 units away from the origin to magnify the
>discrepancies. I guess that 1.0472 should really be some expression
>containing things like pi and sin(pi/3), but I can't work it out.
The source (with the "1.0472" to which I was referring) looks like this:
#version 3.6;
global_settings {assumed_gamma 1.0}
camera {location <0,20,-30> look_at <0,0,0> angle 40}
background {rgb 1}
light_source {<-30, 100, -30> color rgb 1}
// ----------------------------------------
#include "colors.inc"
#include "stones.inc"
#include "functions.inc"
#declare T1 = texture {T_Stone20 scale 5} // Texture for hexagons
#declare T2 = texture {T_Stone17 scale 2} // texture for triangle centre
#declare T3 = texture {pigment {rgb 0}} // texture for grout
// combined triangle and grout
#declare T4 = texture {function {f_hex_y(x,z,y,0)}
texture_map {[0.03 T3][0.03 T2]}
rotate y*30
scale 1.0472
}
#declare S=sin(pi*1/3);
#declare C=cos(pi*1/3);
plane {y,0
texture {function {(sin(x-pi/2) * sin(x*C+z*S) * sin(x*C-z*S))/2}
texture_map { [0.5 T1][0.5 T4] }
}
}
--
Mike Williams
Gentleman of Leisure
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"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.
Wow! Once again I am amazed what those of you with experience can do to an
image. The tiles look amazing, much better than mine, and the source is
much easier. Thanks for making the image, it helped me learn a new
technique.
~ James
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"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.
Here's my version.
// Persistence of Vision Ray Tracer Scene Description File
//
// Tile pigment & normal from a function. Based on code from:
//
// From: Mike Williams
// Subject: Re: First Post.
// Date: 13 Jul 2005 18:23:50
// Message: <F1Q### [at] econymdemoncouk>
//
// -f -a0.4 +AM2 +R2
// -D +A0.1 +AM2 +R3
// -D +A0.15 +AM2 +R4
//
#version 3.6;
global_settings {
assumed_gamma 1.0
max_trace_level 10
}
#include "colors.inc"
#include "stones1.inc"
// ---Textures-----------------------------
#declare Ang = pi*2/3;
#declare S=sin(Ang);
#declare C=cos(Ang);
#declare f_Tile = function {sin(x-pi/2) * sin(x*C+z*S) * sin(x*C-z*S) / 4}
#declare GW = 0.0025;
#declare NTile = normal{function{-0.75*GW/abs(f_Tile(x,y,z))}}
//------------- White Marble with gray veining. Note: some of these textures
contain crand!!!
#declare T_Stone17 =
texture{T_Grnt20 scale <1, 2, 2> rotate <0, 0, -30>
finish{ambient 0.2 diffuse 0.9} normal{NTile 2 scale 1/2 }
}
texture{T_Grnt8a scale <2.5, 4.5, 3.5> rotate <0, 0, 40>
finish{phong 1.0 phong_size 90}
}
texture{T_Crack3 scale <1, 2, 1.4> rotate <10, 0, -20>
finish{phong 1.0 phong_size 90 reflection 0.1}
}
//------------- Brown & Olive Marble. Now without white veining
#declare T_Stone20 =
texture{T_Grnt27 scale <0.7, 0.99, 0.7> rotate <0, 0, 40> normal{NTile 5
scale 1/5 }}
texture{T_Grnt12a scale <1, 1.3, 2> rotate <0, 0, 40>}
texture{T_Crack1 scale <1, 0.6, 1> rotate <10, 0, -20>
finish{phong 1.0 phong_size 90 reflection 0.1}
}
#declare TGrout =
texture{
pigment{rgb 1.125}
finish{ambient 0.05 diffuse 0.95}
normal{granite .2 scale .080 bump_size .275}
}
#declare T0 = texture {TGrout scale 1 } // texture for grout
#declare T1 = texture {T_Stone20 scale 5 } // Texture for hexagons
#declare T2 = texture {T_Stone17 scale 2 } // texture for triangles
#declare TFloor =
texture {
function{f_Tile(x,y,z)}
texture_map { [.5-GW T2][.5-GW T0][.5+GW T0][.5+GW T1] } phase .5
}
#declare TMetal =
texture {
pigment {rgb <0.95,0.95,1.0>*.9}
finish{
diffuse 0.15 ambient 0.0
specular 0.50 roughness 1e-5
reflection {0.55,0.65 metallic}
conserve_energy
}
}
// ---Objects------------------------------
#declare Floor =
plane {y,0
texture {
//TGrout
TFloor
scale .5
}
}
// reflective post
#declare BRad = 0.25;
#declare PY = 5;
#declare Post = cylinder{0, y*PY*BRad, BRad texture {TMetal}}
// ---Scene--------------------------------
camera {
location <0.0, 4, -8> * 1
look_at -y*.5
angle 36
right x*image_width/image_height up y
direction z
}
light_source {<-30, 30, -30> rgb 1}
#if(0)
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
#end
object{Floor}
//object{Post}
// ----------------------------------------
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Attachments:
Download 'functileb1.jpg' (131 KB)
Preview of image 'functileb1.jpg'
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