POV-Ray : Newsgroups : povray.binaries.images : cobblestone (update) Server Time
15 Nov 2024 04:22:41 EST (-0500)
  cobblestone (update) (Message 1 to 7 of 7)  
From: David El Tom
Subject: cobblestone (update)
Date: 7 Mar 2006 04:42:23
Message: <440d557f@news.povray.org>
thanks all for their comments, helped me a lot.

following the suggstions you made, here a quick update.

   - added an additional cosine function to make the stones more pillow-like
   - removed the normal statement which added extra roughness (looks now cleaner)
   - randomly changing color_map which boosts reality effect
   - adjusted the rigged_mf function to fit better with the reference pictures
   - raised specular level and lowered roughness value to support the polished look


still not happy with the base texture, ...

... more suggestions ? (PLEASE...)

... dave


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From: Trevor G Quayle
Subject: Re: cobblestone (update)
Date: 7 Mar 2006 09:30:01
Message: <web.440d97f1e44d31916c4803960@news.povray.org>
David El Tom <dav### [at] t-onlinede> wrote:
> thanks all for their comments, helped me a lot.
>
> following the suggstions you made, here a quick update.
>
>    - added an additional cosine function to make the stones more pillow-like
>    - removed the normal statement which added extra roughness (looks now cleaner)
>    - randomly changing color_map which boosts reality effect
>    - adjusted the rigged_mf function to fit better with the reference pictures
>    - raised specular level and lowered roughness value to support the polished look
>
>
> still not happy with the base texture, ...
>
> ... more suggestions ? (PLEASE...)
>
> ... dave

Looking much better.  Perhaps they could be a little shinier on the top
(wearing surface) , you might want to try texture mapping with the slope
pattern to achieve this.  Add a bit of random displacement, plus (similar
to the other scene someone else posted) an overall area displacement to
simulate settlement.  (as an additional comment you might try, cobblestones
look especially cobblestoney when wet)


-tgq


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From: David El Tom
Subject: Re: cobblestone (update)
Date: 7 Mar 2006 12:20:36
Message: <440dc0e4$1@news.povray.org>
Trevor G Quayle wrote:
> 
> Looking much better.  Perhaps they could be a little shinier on the top
> (wearing surface) , you might want to try texture mapping with the slope
> pattern to achieve this.  Add a bit of random displacement, plus (similar
> to the other scene someone else posted) an overall area displacement to
> simulate settlement.  (as an additional comment you might try, cobblestones
> look especially cobblestoney when wet)
> 
> 
> -tgq

thanks...

slope map ..., mmh ..., rough look on side polished on top; I'll give it a try.

Still working on the macro which produces the single stones. The placement macro 
  just add a little random rotation to the individual stones; displacement not 
implemented yet, but is already on the todo-list.

I'm didn't made my mind up right now, how to implement a good looking "wet 
look", with standing water between the stones and inside the ditches on top of 
the stones.

... dave


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From: DLM
Subject: Re: cobblestone (update)
Date: 7 Mar 2006 17:27:38
Message: <440e08da$1@news.povray.org>
Wow! Those are really shaping up nicely. Time to add some dirt and dust?
DLM


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From: RusHHouR
Subject: Re: cobblestone (update)
Date: 8 Mar 2006 11:30:01
Message: <web.440f061ae44d319147d3ae5e0@news.povray.org>
Yep, wow is the word. Superb improvement. Looks very realistic, (in a town
without dust). Lets just hope no bad people show up and start throwing
those stones, thereby ruining the scene(!)


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From: Orchid XP v2
Subject: Re: cobblestone (update)
Date: 8 Mar 2006 16:37:48
Message: <440f4eac$1@news.povray.org>
Definitely changing in the right direction! :-)


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From: David El Tom
Subject: Re: cobblestone (update)
Date: 8 Mar 2006 17:43:53
Message: <440f5e29$1@news.povray.org>
Orchid XP v2 wrote:
> Definitely changing in the right direction! :-)

Thanks, ...

watch out for the next step ;-)

just about to post it .... dave


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