|
|
|
|
|
|
| |
| |
|
|
From: Jaime Vives Piqueres
Subject: Baking dirt maps with the mesh camera
Date: 24 Jul 2012 03:07:41
Message: <500e49bd@news.povray.org>
|
|
|
| |
| |
|
|
Hi All:
I've resumed my mesh_camera experiments, this time trying to bake two
kind of dirt maps. One is a classical AO map, using radiosity from a
white sphere, and the other is a sort of "dust" map using a slope y
pattern. Here are attached some examples of their typical usage back
into the original mesh...
--
Jaime
Post a reply to this message
Attachments:
Download 'baked_maps_demo-01-iron.jpg' (34 KB)
Download 'baked_maps_demo-03-bronze2.jpg' (36 KB)
Download 'baked_maps_demo-04-copper.jpg' (37 KB)
Download 'baked_maps_demo-07-lead.jpg' (35 KB)
Preview of image 'baked_maps_demo-01-iron.jpg'
Preview of image 'baked_maps_demo-03-bronze2.jpg'
Preview of image 'baked_maps_demo-04-copper.jpg'
Preview of image 'baked_maps_demo-07-lead.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 24.07.2012 09:07, schrieb Jaime Vives Piqueres:
> Hi All:
>
> I've resumed my mesh_camera experiments, this time trying to bake two
> kind of dirt maps. One is a classical AO map, using radiosity from a
> white sphere, and the other is a sort of "dust" map using a slope y
> pattern. Here are attached some examples of their typical usage back
> into the original mesh...
Great stuff.
Post a reply to this message
|
|
| |
| |
|
|
From: Thomas de Groot
Subject: Re: Baking dirt maps with the mesh camera
Date: 24 Jul 2012 06:58:15
Message: <500e7fc7@news.povray.org>
|
|
|
| |
| |
|
|
Excellent indeed.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
crafty dude
Post a reply to this message
|
|
| |
| |
|
|
From: Jaime Vives Piqueres
Subject: Re: Baking dirt maps with the mesh camera
Date: 25 Jul 2012 05:09:57
Message: <500fb7e5@news.povray.org>
|
|
|
| |
| |
|
|
Thanks for the compliments, guys, but that actually was a very cheap
and simplistic AO simulation, which was missing most of the fine
detail... this one is much better IMO, as it resembles more what other
programs (blender, wings3d) obtain for this same mesh. The trick this
time was to discard radiosity and use a box-like formation of area
lights (24) with insane area size.
--
Jaime
Post a reply to this message
Attachments:
Download 'baked_maps_demo-12-iron.jpg' (53 KB)
Download 'baked_maps_demo-13-ceramic.jpg' (88 KB)
Download 'greek_sculpture_ao2_map_blur.jpg' (204 KB)
Preview of image 'baked_maps_demo-12-iron.jpg'
Preview of image 'baked_maps_demo-13-ceramic.jpg'
Preview of image 'greek_sculpture_ao2_map_blur.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 25-7-2012 11:09, Jaime Vives Piqueres wrote:
> Thanks for the compliments, guys, but that actually was a very cheap
> and simplistic AO simulation, which was missing most of the fine
> detail... this one is much better IMO, as it resembles more what other
> programs (blender, wings3d) obtain for this same mesh. The trick this
> time was to discard radiosity and use a box-like formation of area
> lights (24) with insane area size.
Wow! This is indeed stunning. I particularly like the iron version. This
goes far beyond any proximity pattern coding I believe.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Thanks for the compliments, guys, but that actually was a very cheap
> and simplistic AO simulation, which was missing most of the fine
> detail... this one is much better IMO, as it resembles more what other
> programs (blender, wings3d) obtain for this same mesh. The trick this
> time was to discard radiosity and use a box-like formation of area
> lights (24) with insane area size.
Brilliant stuff. I especially like the ceramic with the brick floor.
I'll have to have a play with this technique (someday!)
Bill
Post a reply to this message
|
|
| |
| |
|
|
From: Jaime Vives Piqueres
Subject: Re: Baking dirt maps with the mesh camera
Date: 26 Jul 2012 04:26:43
Message: <5010ff43$1@news.povray.org>
|
|
|
| |
| |
|
|
On 25/07/12 13:03, Thomas de Groot wrote:
> goes far beyond any proximity pattern coding I believe.
Well, at least is faster and can be reused with no cost, but it only
works for uv-mapped meshes...
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 26-7-2012 10:26, Jaime Vives Piqueres wrote:
> On 25/07/12 13:03, Thomas de Groot wrote:
>> goes far beyond any proximity pattern coding I believe.
>
> Well, at least is faster and can be reused with no cost, but it only
> works for uv-mapped meshes...
>
Right. That would not be a problem for me. Does the AO map correspond to
the uv maps? That looks quite complex.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
From: Jaime Vives Piqueres
Subject: Re: Baking dirt maps with the mesh camera
Date: 26 Jul 2012 04:32:15
Message: <5011008f$1@news.povray.org>
|
|
|
| |
| |
|
|
On 25/07/12 15:01, Bill Pragnell wrote:
> I'll have to have a play with this technique (someday!)
The baking step is really easy to setup, and then using it back into a
regular scene is also easy, either trough layers or texture maps. I will
upload an example to p.b.scene-files later this week...
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |