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This is a height_field (multiple actually, tiled, but not tile-able)
made from a nine* megapixel .png made of course from an orthogonal view
of crackle pattern pigment on a plane. The pigment used for the
height_field is a *different* .png which is basically the original after
a few bucket-fills in GIMP with different colors to different 'stones.'
I could keep-it-in-POV-Ray (no image based height_fields or image_maps)
if I knew how to give individual stones different colors using crackle.
Unfortunately it looks like there's a choice between patterns that can
give borders to cells, or patterns which can give different colors to
different cells.
Any advice?
Thanks!
Charles
PS I'm using 1 unit = 1". The reference axis arrows are 12" long as is
the sphere's diameter.
*I was using 36 megapixels earlier but didn't re-do it so the below
image has seams:
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Attachments:
Download 'crackle flagstone floor.jpg' (187 KB)
Preview of image 'crackle flagstone floor.jpg'
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I forgot to mention the crackle is topped with wrinkles to try to keep
the stone tops a little less flat. Do they show up enough or could it
use more? A different scale perhaps on the wrinkles?
Charles
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Wow, I like that.
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
When you expect to live another two hundred years, you behave
differently from when you expect to live only twenty.
-- Kim Stanley Robinson, _Red Mars_
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William Tracy wrote:
> Wow, I like that.
I concur.
Something that I only learned after a lot of fiddling: Povray can build
heightfields from textures generated procedurally in-memory. I can
actually save parse time that way if the texture is detailed (large
images take a while to load from disk).
Something like so:
height_field {
function 400, 400 { fn_pattern(x, y, 0)}
}
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
When you expect to live another two hundred years, you behave
differently from when you expect to live only twenty.
-- Kim Stanley Robinson, _Red Mars_
Post a reply to this message
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Have you tried 'crackle solid'?
I think that pretty much does what you want.
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In article <47e4419a@news.povray.org>,
Charles C <"nospam a nospam.com"> wrote:
> This is a height_field (multiple actually, tiled, but not tile-able)
> made from a nine* megapixel .png made of course from an orthogonal view
> of crackle pattern pigment on a plane. The pigment used for the
> height_field is a *different* .png which is basically the original after
> a few bucket-fills in GIMP with different colors to different 'stones.'
Looks great!
> I could keep-it-in-POV-Ray (no image based height_fields or image_maps)
> if I knew how to give individual stones different colors using crackle.
> Unfortunately it looks like there's a choice between patterns that can
> give borders to cells, or patterns which can give different colors to
> different cells.
>
> Any advice?
I may be misunderstanding what you are trying to do, but can you use the
"solid" keyword with the crackle pattern? That sets each crackle to be a
solid colour chosen from random from the colour map.
> Thanks!
> Charles
Cheers,
Edouard.
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"Charles C" <"nospam a nospam.com"> wrote in message
news:47e4439b@news.povray.org...
>
> I forgot to mention the crackle is topped with wrinkles to try to keep the
> stone tops a little less flat. Do they show up enough or could it use
> more? A different scale perhaps on the wrinkles?
> Charles
Looks good to me! I think the wrinkle looks just right, nice and subtle. I
think the edges look a bit odd, I'd expect them to be more vertical in
places (obviously awkward in a height_field).
Anyway like some others have said: you want to use crackle solid. Try
something like this:
#declare f_flagstones =
function {
pigment {
pigment_pattern { crackle colour_map { [.05 rgb 0][.1 rgb 1] } }
cubic_wave //smooth off the edges a bit
turbulence .3
scale .1
pigment_map {
[0 rgb 0]
[1
average
pigment_map {
[1 crackle solid]
[.1 wrinkles]
}
]
}
}
}
height_field {
function 2048,2048 { f_flagstones(x,0,y).x }
}
--
Tek
http://evilsuperbrain.com
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William Tracy wrote:
> Wow, I like that.
>
Thanks! :D I'm new to stonework.
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William Tracy wrote:
> William Tracy wrote:
>> Wow, I like that.
>
> I concur.
Hehe
>
> Something that I only learned after a lot of fiddling: Povray can build
> heightfields from textures generated procedurally in-memory. I can
> actually save parse time that way if the texture is detailed (large
> images take a while to load from disk).
>
> Something like so:
>
> height_field {
> function 400, 400 { fn_pattern(x, y, 0)}
> }
>
Yes, that's what I had in mind when I mentioned 'keeping-it-in-POV'.
After actually trying it though, on this particular machine it's taking
longer to re-generate it than it is to load an image so I may end up
sticking to images. For some reason I had it in my head that a
non-image_map based height_field worked more like an isosurface without
a specific resolution. (Another thing I haven't learned a lot about.)
Charles
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Mark Birch wrote:
> Have you tried 'crackle solid'?
>
> I think that pretty much does what you want.
>
>
Thanks, that was exactly what I needed if you don't count going
backwards in time and fully reading the section on crackle. :D I'd
missed that one.
Charles
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