|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23/05/2014 20:01, Cousin Ricky wrote:
> Thomas asked us what we think; what was I supposed to say?
Yes, to me it is peeled. Peeling needs another dimension. It is very
good as Thomas's textures generally are.
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23-5-2014 20:11, Cousin Ricky wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> For a new scene, I have been working on a peeling paint texture. What do
>> you think?
>
> The cracking looks great. It doesn't look like it's peeling, though. (PeelED,
> yes; peelING, no.)
>
>
Aaahh... I would like it to /peel/ indeed, but how? The peeling should
follow the texture. I have experimented with some mesh generation but
that remains totally unconvincing.
Your mention of Age of Innocence is correct but that will not work here
and it only concerns the cracking not the peeling.
I need somebody smart... ;-)
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23-5-2014 22:09, Stephen wrote:
> On 23/05/2014 20:01, Cousin Ricky wrote:
>> Thomas asked us what we think; what was I supposed to say?
>
> Yes, to me it is peeled. Peeling needs another dimension. It is very
> good as Thomas's textures generally are.
>
Thanks Stephen. As said above, the peeling is the most difficult part
and I do not know how to do that presently. However, I am quite
satisfied with the texture :-)
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23-5-2014 20:34, Doctor John wrote:
> On 23/05/14 19:11, Cousin Ricky wrote:
>> The cracking looks great. It doesn't look like it's peeling, though. (PeelED,
>> yes; peelING, no.)
>>
>>
> So, improve it. Thomas has given us a starting position.
>
> Don't criticise, improve
>
It is a challenge for all of us ;-)
Somehow, I am certain there is somebody somewhere who would know exactly
what to do...
Thomas
Post a reply to this message
|
|
| |
| |
|
|
From: Thomas de Groot
Subject: Re: Peeling paint texture: Urbex wip
Date: 24 May 2014 07:39:47
Message: <53808503@news.povray.org>
|
|
|
| |
| |
|
|
It is maybe a bit too soon, but I would like to show what the texture is
presently used for.
I have taken as a working basis a photograph by Urbex (Urban
Exploration) photographer Daanoe (http://www.daanoe.nl/en/): German
Hospital aka Red.
The scene is heavily under construction, not in the least because
degradation of structures is quite difficult to achieve in a natural
looking way.
Staircase, outside pavement, and outside wall, are macros by Chris B.
The building is mesh2 using Silo.
Thomas
Post a reply to this message
Attachments:
Download 'urbex.png' (567 KB)
Preview of image 'urbex.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24/05/2014 12:10, Thomas de Groot wrote:
> On 23-5-2014 22:09, Stephen wrote:
>> On 23/05/2014 20:01, Cousin Ricky wrote:
>>> Thomas asked us what we think; what was I supposed to say?
>>
>> Yes, to me it is peeled. Peeling needs another dimension. It is very
>> good as Thomas's textures generally are.
>>
>
> Thanks Stephen. As said above, the peeling is the most difficult part
> and I do not know how to do that presently. However, I am quite
> satisfied with the texture :-)
>
Well it is a texture and it looks great in your hospital image.
We cannot expect lifting and curling of a surface to be more than an
impression unless the surface is actually uneven. Normals help but
shadows and edges give the game away.
Your texture works perfectly in your dilapidated hospital.
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24-5-2014 15:01, Stephen wrote:
> Well it is a texture and it looks great in your hospital image.
> We cannot expect lifting and curling of a surface to be more than an
> impression unless the surface is actually uneven. Normals help but
> shadows and edges give the game away.
> Your texture works perfectly in your dilapidated hospital.
>
>
Indeed. And yet, as I constantly compare the image with the original, I
feel the need for curling edges, especially where you expect their
shadows to be. I would like to go beyond the texture.
Maybe I should do something with EvalPig()... I am stuck, no doubt about
it :-)
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24/05/2014 15:11, Thomas de Groot wrote:
> On 24-5-2014 15:01, Stephen wrote:
>> Well it is a texture and it looks great in your hospital image.
>> We cannot expect lifting and curling of a surface to be more than an
>> impression unless the surface is actually uneven. Normals help but
>> shadows and edges give the game away.
>> Your texture works perfectly in your dilapidated hospital.
>>
>>
> Indeed. And yet, as I constantly compare the image with the original, I
> feel the need for curling edges, especially where you expect their
> shadows to be. I would like to go beyond the texture.
>
> Maybe I should do something with EvalPig()... I am stuck, no doubt about
> it :-)
>
I don't see how it can be faked. The Mesh route is too mich, I think.
Do you think that it would be possible to throw triangles at it using trace?
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24-5-2014 18:34, Stephen wrote:
> I don't see how it can be faked. The Mesh route is too mich, I think.
> Do you think that it would be possible to throw triangles at it using
> trace?
>
Faking is impossible indeed as far as I can judge. As a prove of
concept, I have written a macro that draws little triangles randomly
down from a surface, but that is totally ugly. I wonder how one could
trace the paint boundary and place little pre-made peels of paint there,
correctly oriented of course ;-)
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>Thomas de Groot on date 22/05/2014 10.19 wrote:
> For a new scene, I have been working on a peeling paint texture. What do
> you think?
>
> Thomas
Nice texture, It remembers somehow the one I used for an old IRTC entry.
My start point was a tutorial of Alex Ivanov (the link seems to be no
longer active).
;-)
Paolo
-----
#declare t_stone=texture{
pigment{
granite
color_map {
[0.0 rgb<0.67, 0.50, 0.32>]
[1.0 rgb<0.94, 0.88, 0.79>]
}
turbulence 0.75
ramp_wave
scale 0.01
}
}
#declare t_grunge_wall= texture{pigment{color rgbt <0.8,0.8,1,1>}}
texture{
pigment {
granite
color_map {
[0.0 rgbt <0.60, 0.60, 0.60, 0.005>]
[0.4 rgbt <0.70, 0.70, 0.70, 0.007>]
[0.5 rgbt <0.70, 0.70, 0.70,1>]
[0.6 rgbt <0.50, 0.50, 0.50,1>]
[1.0 rgbt <0.60, 0.60, 0.60,1>]
}
}
normal{
granite 1.2
}
}
texture{
pigment {
granite
color_map {
[0.0 rgbt <0.60, 0.55, 0.50, 0.005>]
[0.4 rgbt <0.70, 0.60, 0.50, 0.007>]
[0.5 rgbt <0.70, 0.65, 0.60,1>]
[0.6 rgbt <0.50, 0.45, 0.40,1>]
[1.0 rgbt <0.60, 0.55, 0.50,1>]
}
}
normal{
granite 0.6
}
rotate 20*z
scale 0.1
}
#declare t_grunge_moss=texture{
pigment{
bumps
color_map {
[0.0 rgbt <0.11, 0.29, 0.02, 0.31>]
[0.4 rgbt <0.03, 0.15, 0.00, 0.32>]
[0.45 rgbt <0.03, 0.20, 0.00, 0.32>]
[0.5 rgbt <0.11, 0.25, 0.00, 1>]
[0.6 rgbt <0.03, 0.19, 0.08, 0.8>]
[1.0 rgbt <0.11, 0.29, 0.02, 0.9>]
}
turbulence 1.5
}
normal {
bumps 0.6
turbulence 1.5
}
scale .04
}
#declare t_final= texture{t_stone}
texture{t_grunge_wall}
texture{t_grunge_moss}
Post a reply to this message
Attachments:
Download 'm_texture_030.jpg' (298 KB)
Preview of image 'm_texture_030.jpg'
|
|
| |
| |
|
|
|
|
| |
|
|