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Hello,
I promise I read the change log for Beta 40 and did not see anything about
changes to how texture_map works. In this image, the copper bullet and the brass
case are texture_maps, and everthing else is either a layered texture or a
simple texture. The texture_map textures look much different...
Regards,
Dave Blandston
Post a reply to this message
Attachments:
Download 'temp.jpg' (126 KB)
Preview of image 'temp.jpg'
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Am 10.12.2010 02:22, schrieb Dave Blandston:
> I promise I read the change log for Beta 40 and did not see anything about
> changes to how texture_map works. In this image, the copper bullet and the brass
> case are texture_maps, and everthing else is either a layered texture or a
> simple texture. The texture_map textures look much different...
Please help us with some details. What pattern are you using, and what
textures do you map?
As a quick guess I'd say you're using an image_pattern and experiencing
gamma issues.
Post a reply to this message
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clipka <ano### [at] anonymousorg> wrote:
> Please help us with some details. What pattern are you using, and what
> textures do you map?
>
> As a quick guess I'd say you're using an image_pattern and experiencing
> gamma issues.
These are the textures in my image that changed from Beta 39 to 40. The textures
that don't use "texture_map" remained the same. The final textures that are
applied to the objects are called "CaseColor" and "BulletColor."
---------------------------------------------------
#macro MakeCaseColor ()
#local CaseBrilliance = 9;
#local CaseDiffuse = .4;
#local CaseColor2 = texture { //Top
#local Brightness = .85;
#local NColors = 4;
#local ColorX = array [NColors] {
<117. 94, 63> / 255 * Brightness //Light brown
<49, 39, 36> / 255 * Brightness //Dark red
<78, 65, 49> / 255 * Brightness //Medium brown
<98, 73, 43> / 255 * Brightness //Light brown
} //array
pigment {
bozo
turbulence .8
omega 1
color_map {
#local I = 0;
#while (I < NColors)
[I / (NColors - 1) color ColorX [I]]
#local I = I + 1;
#end //#while
} //color_map
scale .1
} //pigment
finish {
brilliance 2
diffuse .3
metallic
specular .55
roughness .15
reflection .02
emission .35
} //finish
} //texture
#local Brightness = 1;
#local CaseColor1A = texture { //Bottom
pigment {color rgb <171, 115, 64> / 255 * Brightness} //Light brown
finish {
brilliance CaseBrilliance
diffuse CaseDiffuse
metallic
specular .8
roughness .01
reflection .28
emission 0
} //finish
} //texture
#local CaseColor1B = texture { //Bottom
pigment {color rgb <127, 74, 24> / 255 * Brightness} //Medium brown
finish {
brilliance CaseBrilliance
diffuse CaseDiffuse
metallic
specular .55
roughness .015
reflection .08
emission 0
} //finish
} //texture
#local CaseColor1C = texture { //Bottom
pigment {color rgb <99, 59, 23> / 255 * Brightness} //Dark brown
finish {
brilliance CaseBrilliance
diffuse CaseDiffuse
metallic
specular .45
roughness .02
reflection .05
emission 0
} //finish
} //texture
#local CaseColor1 = texture { //Bottom
bozo
turbulence .8
omega 1
texture_map {
[0 CaseColor1B]
[.3 CaseColor1A]
[.7 CaseColor1A]
[1 CaseColor1C]
} //texture_map
scale .075
} //texture
#local VerticalVariance = rand (Randomizer_Misc) * .8 - .4;
#declare CaseColor = texture {
gradient y
texture_map {
[0 CaseColor1] //Bottom
[.6 + VerticalVariance CaseColor1]
[1 CaseColor2] //Top
} //texture_map
scale 53
translate -.1 * y
} //texture
#end //#macro MakeCaseColor
//End of texture, start of the next one...
#local BulletBrilliance = 9;
#local BulletDiffuse = .4;
#local Brightness = .55;
#local Copper_New = color rgb <247, 162, 108> / 255;
#local BulletColor1 = texture {
pigment {color Copper_New * Brightness}
finish {
brilliance BulletBrilliance
diffuse BulletDiffuse
metallic
specular .8
roughness .008
reflection .4
emission 0
} //finish
} //texture
#local BulletColor2 = texture {
#local NColors = 3;
#local ColorX = array [NColors] {
<146, 98, 90> / 255 * Brightness //Medium red
<189, 102, 90> / 255 * Brightness //Light orange
<148, 124, 114> / 255 * Brightness //Grayish red
} //array
pigment {
bozo
color_map {
[0 color ColorX [0]]
[.4 color (ColorX [0] + ColorX [1]) / 2]
[.5 color ColorX [1]]
[1 color ColorX [2]]
} //color_map
scale 2
} //pigment
finish {
brilliance BulletBrilliance
diffuse BulletDiffuse
metallic
specular .4
roughness .01
reflection .2
emission 0
} //finish
} //texture
#local BulletColor = texture {
bozo
turbulence .2
omega 1.2
texture_map {
[0 BulletColor1]
[.65 BulletColor1]
[1 BulletColor2]
} //texture_map
scale <1, 2.5, 1>
} //texture
Post a reply to this message
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On 2010-12-10 11:33, Dave Blandston wrote:
> #local CaseColor2 = texture { //Top
> #local Brightness = .85;
> #local NColors = 4;
> #local ColorX = array [NColors] {
> <117. 94, 63> / 255 * Brightness //Light brown
> <49, 39, 36> / 255 * Brightness //Dark red
> <78, 65, 49> / 255 * Brightness //Medium brown
> <98, 73, 43> / 255 * Brightness //Light brown
> } //array
Typo in line "<117. 94, 63> / 255 * Brightness //Light brown", not a
comma after 117. Don't know if that matters, just pointing it out.
--
Tim Cook
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Am 10.12.2010 18:33, schrieb Dave Blandston:
> clipka<ano### [at] anonymousorg> wrote:
>> Please help us with some details. What pattern are you using, and what
>> textures do you map?
>>
>> As a quick guess I'd say you're using an image_pattern and experiencing
>> gamma issues.
>
> These are the textures in my image that changed from Beta 39 to 40. The textures
> that don't use "texture_map" remained the same. The final textures that are
> applied to the objects are called "CaseColor" and "BulletColor."
Try adding "noise_generator 1" to the offending textures.
POV-Ray 3.7 beta 39 (and probably also earlier betas) had a bug causing
the noise_generator to default to 1 instead of 2 for patterns used
directly in a texture{} statement (which typically occurs in combination
with a texture_map). This caused a change in overall "brightness" of the
pattern. As this was fixed with beta 40, your observation may well be a
result of this change.
If that is the case, then beta 40 is right and 39 was wrong, and the
easiest way to fix your scene is probably to explicitly specify
"noise_generator 1" wherever you are using a texture_map.
See http://bugs.povray.org/task/168 for a few more details.
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Tim Cook <z99### [at] gmailcom> wrote:
> Typo in line "<117. 94, 63> / 255 * Brightness //Light brown", not a
> comma after 117. Don't know if that matters, just pointing it out.
>
> --
> Tim Cook
Oh, thanks!
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clipka <ano### [at] anonymousorg> wrote:
> Try adding "noise_generator 1" to the offending textures.
Yep, that was what caused the change! Thanks - once again I appreciate your help
tremendously!
Regards,
Dave Blandston
Post a reply to this message
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