POV-Ray : Newsgroups : povray.binaries.images : brain vs. image_map Server Time
15 Nov 2024 08:21:05 EST (-0500)
  brain vs. image_map (Message 1 to 5 of 5)  
From: David El Tom
Subject: brain vs. image_map
Date: 21 Jan 2006 12:24:17
Message: <43d26e41@news.povray.org>
several days ago I stumbled over thread in p.b.i ("Walter's bones") 
which made use of a nested pattern for the floor. So I thought it might 
be possible to create a classic parquet floor without the usage of 
image_maps, just plain procedural.

After 1 or 2 hours of bending my mind and several coffees later, I was 
able to get following render.

take it as "prove of principal". No tile is repeated once, no matter how 
large the floor will be.

- eight prototype wood textures
- three levels of nested checker patterns

... dave


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From: ABX
Subject: Re: brain vs. image_map
Date: 21 Jan 2006 16:15:05
Message: <k095t115fujmo4b6bhiek9dgvk42di6s0b@4ax.com>
On Sat, 21 Jan 2006 18:25:46 +0100, David El Tom <dav### [at] t-onlinede>
wrote:
> So I thought it might 
> be possible to create a classic parquet floor without the usage of 
> image_maps, just plain procedural.

Nice, I tried in the past similar idea, see:
http://news.povray.org/povray.binaries.images/attachment/%3C3ab9cc23%40news.povray.org%3E/pattern.jpg

ABX


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From: Smws
Subject: Re: brain vs. image_map
Date: 21 Jan 2006 17:05:00
Message: <web.43d2aef4cbd82167641d079c0@news.povray.org>
Well done. The wood is a nice light one, too. Did you have a scene in mind
for this, or is it only a proof-of-concept?

I especially like that you put some warps in the wood. They blend in better
than most of the warps I've seen in wood textures, so good job.

You might want to work on the pattern scaling just a bit, though. It's not
common to find end grain and side grain both in most of the floors I am
familiar with. (Minor quibble)

anyway, well done. Doesn't your brain feel limber now?

-Sefan


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From: Thomas de Groot
Subject: Re: brain vs. image_map
Date: 22 Jan 2006 04:13:22
Message: <43d34cb2@news.povray.org>
"David El Tom" <dav### [at] t-onlinede> schreef in bericht
news:43d26e41@news.povray.org...
>
> several days ago I stumbled over thread in p.b.i ("Walter's bones")
> which made use of a nested pattern for the floor. So I thought it might
> be possible to create a classic parquet floor without the usage of
> image_maps, just plain procedural.
>
> After 1 or 2 hours of bending my mind and several coffees later, I was
> able to get following render.
>
> take it as "prove of principal". No tile is repeated once, no matter how
> large the floor will be.
>
> - eight prototype wood textures
> - three levels of nested checker patterns
>
> ... dave
>
>
Well done!

Scale the textures somewhat down too, I guess.

And.... there are two tiles which are identical!!!! or so I believe when I
look at them... watch carefully!

Thomas


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From: David El Tom
Subject: Re: brain vs. image_map
Date: 22 Jan 2006 08:24:25
Message: <43d38789@news.povray.org>
thanks to all so far,


Smws wrote:
 > Well done. The wood is a nice light one, too. Did you have a scene in 
mind
 > for this, or is it only a proof-of-concept?

   actually it's both, the thrill to achieve something "ab initio" and
   the need of a good floor texture for my (long term) project of an
   indoor hdr-lightprobe.

 > I especially like that you put some warps in the wood. They blend in 
better
 > than most of the warps I've seen in wood textures, so good job.

   to be honest, just luck to got it in this way. 2 different black-hole
   warps per prototype texture turbulently repeated.

 > You might want to work on the pattern scaling just a bit, though. 
It's not
 > common to find end grain and side grain both in most of the floors I am
 > familiar with. (Minor quibble)

   what should I say, ..., you're right ;-)

 > anyway, well done. Doesn't your brain feel limber now?
 >
 > -Sefan

   still a little dizzy ....




Thomas de Groot wrote:

> Scale the textures somewhat down too, I guess.

   yepp, .. see above.

> And.... there are two tiles which are identical!!!! or so I believe when I
> look at them... watch carefully!
> 
> Thomas

   It seems, that I tricked myself trying to avoid exactly this
   behaviour. I just have to change 2 offsets and each tile will be
   really unique.


The layout of the parquet can be seen in the attached image.
So basicly what I needed was a checker pattern with 4
different tiles instead of 2 (standard checker pattern).

I wrote a small macro to achieve this:


SNIPPET START
-------------

//  Checker4Pig
//  - creates a checked pigment based on 4 different tiles
//
// usage: #declare my_pigment = pigment { Checker4Pig(.....) }
//
//
//                 ^ z
//                 |
//             +---+---+
//             |   |   |
//             | 1 | 3 |
//             |   |   |
//            -+---+---+-> x
//             |   |   |
//             | 2 | 4 |
//             |   |   |
//             +---+---+
//                 |

#macro Checker4Pig(PIG1,PIG2,PIG3,PIG4)
   #local PIG12 =
     pigment
     {
       checker
       pigment{PIG1 translate (z+x) scale <.5,1,.5>}
       pigment{PIG2 translate (-z+x) scale <.5,1,.5>}
       translate (z-x)
       scale <.5,1,.5>
     }
   #local PIG34 =
     pigment
     {
       checker
       pigment{PIG4 translate (-z-x) scale <.5,1,.5>}
       pigment{PIG3 translate (+z-x) scale <.5,1,.5>}
       translate z+x
       scale <.5,1,.5>
     }
   checker
   pigment { PIG34 }
   pigment { PIG12 }
   translate -z*.5 scale <2,1,2>
#end

-------------
SNIPPET END


so feel free to experiment with it ...

... dave


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