POV-Ray : Newsgroups : povray.binaries.images : Peeling paint texture Server Time
8 Jul 2024 05:41:16 EDT (-0400)
  Peeling paint texture (Message 11 to 20 of 22)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 2 Messages >>>
From: Stephen
Subject: Re: Peeling paint texture
Date: 23 May 2014 16:09:09
Message: <537faae5$1@news.povray.org>
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

From: Thomas de Groot
Subject: Re: Peeling paint texture
Date: 24 May 2014 07:08:27
Message: <53807dab$1@news.povray.org>
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

From: Thomas de Groot
Subject: Re: Peeling paint texture
Date: 24 May 2014 07:10:12
Message: <53807e14$1@news.povray.org>
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

From: Thomas de Groot
Subject: Re: Peeling paint texture
Date: 24 May 2014 07:12:37
Message: <53807ea5$1@news.povray.org>
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'
urbex.png


 

From: Stephen
Subject: Re: Peeling paint texture
Date: 24 May 2014 09:01:30
Message: <5380982a$1@news.povray.org>
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

From: Thomas de Groot
Subject: Re: Peeling paint texture
Date: 24 May 2014 10:11:35
Message: <5380a897$1@news.povray.org>
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

From: Stephen
Subject: Re: Peeling paint texture
Date: 24 May 2014 12:34:40
Message: <5380ca20$1@news.povray.org>
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

From: Thomas de Groot
Subject: Re: Peeling paint texture
Date: 25 May 2014 03:27:30
Message: <53819b62$1@news.povray.org>
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

From: Paolo Gibellini
Subject: Re: Peeling paint texture
Date: 4 Jun 2014 07:32:00
Message: <538f03b0@news.povray.org>
>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'
m_texture_030.jpg


 

<<< Previous 10 Messages Goto Latest 10 Messages Next 2 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.