POV-Ray : Newsgroups : povray.binaries.images : Corrosion [~125k] Server Time
14 Nov 2024 16:26:59 EST (-0500)
  Corrosion [~125k] (Message 1 to 6 of 6)  
From: [GDS|Entropy]
Subject: Corrosion [~125k]
Date: 4 Mar 2009 14:26:56
Message: <49aed600@news.povray.org>
Building once again upon the core of the snow macro, here are some corrosion 
textures with true displacement. Thus far, you may choose to have the effect 
protrude from the surface or be subtracted from it giving an acid etched 
look. You may specify a single vector as the only trace point, or as the 
center point (or otherwise) of various methods of casting the effect upon 
the surface, including from all sides.

The colormaps used here were taken from many images of corossion of the 
appropriate metals, and appear in order they were found on those surfaces. 
(ColorImpact SLAYS, and exports to pov compatible 0-1 RGB format).

From left to right using single vector casting are Aluminum, Copper, and 
Ferrous metal corrosion effects. Please ignore the crappy metal texture I 
used on the main object, you choose what texture is input to the macro to be 
corroded. I am exploring the ability to use an image to place the effect on 
a given surface, effectively allowing you to "paint" it on to one degree or 
another.

Keep in mind this is my first shot at this, so it isn't exactly where I want 
it quite yet.

ian


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Preview of image 'Rust.jpg'
Rust.jpg


 

From: Thomas de Groot
Subject: Re: Corrosion [~125k]
Date: 5 Mar 2009 03:42:18
Message: <49af906a@news.povray.org>
The start is very promising I believe. Imo, the corrosion will look even 
better if the metal itself is also rusty, as it often is at the same time.

Good work!

Thomas


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From: Paolo Gibellini
Subject: Re: Corrosion [~125k]
Date: 5 Mar 2009 08:35:48
Message: <49afd534@news.povray.org>
Strange and nice,
;-)
Paolo

 >[GDS|Entropy]  on date 04/03/2009 20:26 wrote:
> Building once again upon the core of the snow macro, here are some corrosion 
> textures with true displacement. Thus far, you may choose to have the effect 
> protrude from the surface or be subtracted from it giving an acid etched 
> look. You may specify a single vector as the only trace point, or as the 
> center point (or otherwise) of various methods of casting the effect upon 
> the surface, including from all sides.
> 
> The colormaps used here were taken from many images of corossion of the 
> appropriate metals, and appear in order they were found on those surfaces. 
> (ColorImpact SLAYS, and exports to pov compatible 0-1 RGB format).
> 
> From left to right using single vector casting are Aluminum, Copper, and 
> Ferrous metal corrosion effects. Please ignore the crappy metal texture I 
> used on the main object, you choose what texture is input to the macro to be 
> corroded. I am exploring the ability to use an image to place the effect on 
> a given surface, effectively allowing you to "paint" it on to one degree or 
> another.
> 
> Keep in mind this is my first shot at this, so it isn't exactly where I want 
> it quite yet.
> 
> ian 
> 
> 
>


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From: [GDS|Entropy]
Subject: Re: Corrosion [~125k]
Date: 5 Mar 2009 08:55:20
Message: <49afd9c8$1@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message 
news:49af906a@news.povray.org...
>
> The start is very promising I believe. Imo, the corrosion will look even 
> better if the metal itself is also rusty, as it often is at the same time.

Agreed, however I leave that part up to the user, as this just corrodes 
whatever you tell it to.
I was trying to use some sort of crackle around the edges of the corrosion, 
but that didn't work.
I guess I could scale the main blob used to do the corroding, but would that 
not be unpredictable and invoke more of a memory overhead than is needed?

ian


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From: [GDS|Entropy]
Subject: Re: Corrosion [~125k]
Date: 5 Mar 2009 08:59:53
Message: <49afdad9$1@news.povray.org>
"Paolo Gibellini" <p.g### [at] gmailcom> wrote in message 
news:49afd534@news.povray.org...
> Strange and nice,
> ;-)
> Paolo

Thank you. :)

When I finally get the trace macro set where I want it, that this and a few 
other macros I've made implement, I'm going to release them all.

The way that I am trying to do this preserves reusability, as can be seen by 
the fact I've got snow(gotta fix icicles), moss(in progress) and corrosion 
(textures need work) all implementing from a single trace macro from the 
set. So much can be done with that core, and I guess those examples just 
serve as useful demonstrations. :)

ian


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From: Thomas de Groot
Subject: Re: Corrosion [~125k]
Date: 9 Mar 2009 11:17:07
Message: <49b532f3$1@news.povray.org>
I like the way all these macros are coming along. You are doing an excellent 
job indeed.

Thomas
[macro junk]


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