POV-Ray : Newsgroups : povray.binaries.images : Furry meshes with hgpovray Server Time
3 May 2024 08:33:01 EDT (-0400)
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From: Jaime Vives Piqueres
Subject: Re: Furry meshes with hgpovray
Date: 19 Mar 2016 03:46:05
Message: <56ed03bd$1@news.povray.org>
El 19/03/16 a las 05:41, Le_Forgeron escribió:
> Now available, * get_uv_count(Mesh) *
> get_uv_indices(Mesh,Number_of_vertex) * get_uv(Mesh,UV_Indice)
>
> Just like get_normal... but for uv mapping.
>


   Awesome! Many thanks! ...now you can dry off with the towel. :)

--
jaime


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From: Le Forgeron
Subject: Re: Furry meshes with hgpovray
Date: 19 Mar 2016 05:28:08
Message: <56ed1ba8$1@news.povray.org>
Le 19/03/2016 08:46, Jaime Vives Piqueres a écrit :
> 
>   Awesome! Many thanks! ...now you can dry off with the towel. :)

Thanks you for the towel, and the motivation you inspired with such great picture.


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From: Jaime Vives Piqueres
Subject: Re: Furry meshes with hgpovray
Date: 19 Mar 2016 07:09:47
Message: <56ed337b@news.povray.org>
El 19/03/16 a las 10:28, Le_Forgeron escribió:
> Thanks you for the towel, and the motivation you inspired with such
> great picture.

   My pleasure. I just have tested the new uv functions and they work
flawlessly (I've attached a quick test).

   BTW, this will allow for an extra icing on the cake: using specially
made image maps to select where to put threads and where not (using
B&W), or to indicate the orientation of the threads (this one I've still
not figured out how can be "coded" on a image).

--
jaime


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Attachments:
Download 'hanging-towel-04-p2m20s-r47s.jpg' (227 KB)

Preview of image 'hanging-towel-04-p2m20s-r47s.jpg'
hanging-towel-04-p2m20s-r47s.jpg


 

From: Bald Eagle
Subject: Re: Furry meshes with hgpovray
Date: 19 Mar 2016 09:30:00
Message: <web.56ed53b3243d73355e7df57c0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>    BTW, this will allow for an extra icing on the cake: using specially
> made image maps to select where to put threads and where not (using
> B&W), or to indicate the orientation of the threads (this one I've still
> not figured out how can be "coded" on a image).

Hmmm.
Not knowing how you're doing it now, what about using the RGB values to control
the orientation. <0,0,0> = no thread.

Perhaps if you used .red to indicate thread presence and _type_, then you could
use .green and .blue to control positioning.

Then you could _layer_ different thread types - thick, thin, looped threads,
long loops, short loops, etc.  Maybe that requires alpha channel, idk.

So, if var.red > 0 then var.(0.1) indicates a red thread, var.(0.2) indicates a
green thread of twice the length, and var.(0.3) indicates white yarn.  Maybe
var.(0.9) is a tasseled edge.
Var.green could define a rotation of the thread around the normal axis, and
var.blue would be for how the thread "lays" - straight up, at an angle, like a
fur, etc.

However you decide to do it, I'm sure the results will be amazing as usual   :)


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From: Theogott
Subject: Re: Furry meshes with hgpovray
Date: 21 Mar 2016 16:30:00
Message: <web.56f0598a243d7335adb2e4f80@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>    Here is a new test, with another towel, but this time folded and
> resting over a surface (again the model is from archive3d.net, but the
> uv mapping on this one was messed up, so I didn't use it). Still needs a
> bit more threads per triangle, but it's already made of 897940 threads
> (20 per triangle). It takes 7 minutes to parse, mainly due to my ugly
> method to find 20 random points over the surface of the triangle.
>
> --
> jaime

Amazing ... looks like a towel - and it sies not look like rendered, instead it
looks REAL.


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From: Christian Froeschlin
Subject: Re: Furry meshes with hgpovray
Date: 21 Mar 2016 18:28:20
Message: <56f07584$1@news.povray.org>
On 18.03.2016 20:18, Jaime Vives Piqueres wrote:

>    Yeah... when I search just "furry" on google images, a lot people
> disguised on furry clothes come to haunt me.

Next object: Furry MakeHuman mesh!!!


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From: Jaime Vives Piqueres
Subject: Re: Furry meshes with hgpovray
Date: 21 Mar 2016 19:08:19
Message: <56f07ee3$1@news.povray.org>
El 21/03/16 a las 23:28, Christian Froeschlin escribió:
> Next object: Furry MakeHuman mesh!!!

   Hmmmm.... maybe worth a try. Thanks!

--
jaime


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From: Bill Pragnell
Subject: Re: Furry meshes with hgpovray
Date: 22 Mar 2016 04:25:00
Message: <web.56f10083243d73355b7d07940@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> El 21/03/16 a las 23:28, Christian Froeschlin escribió:
> > Next object: Furry MakeHuman mesh!!!
>
>    Hmmmm.... maybe worth a try. Thanks!

MakeSasquatch?

Good work all round, have enjoyed these tests. :)


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From: Jaime Vives Piqueres
Subject: Re: Furry meshes with hgpovray
Date: 22 Mar 2016 07:04:19
Message: <56f126b3@news.povray.org>

> MakeSasquatch?

   I guess it will not come even close... it will look more like a
humanoid Elmo. :)


> Good work all round, have enjoyed these tests. :)

   Thanks... and let me use this post to thank you for the meshrelief
include, which I used extensively on the cave. Great work! ...just a
shame I've not discovered it until now.

--
jaime


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From: Bill Pragnell
Subject: Re: Furry meshes with hgpovray
Date: 22 Mar 2016 17:30:00
Message: <web.56f1b825243d733539f559520@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>    Thanks... and let me use this post to thank you for the meshrelief
> include, which I used extensively on the cave. Great work! ...just a
> shame I've not discovered it until now.

I somehow completely missed the later stages of that project - I've just been
back to check it out, great stuff. Should try the equirectangular version in a
simple browser-based viewer like Panellum for those of us not fortunate enough
to own VR gear... :)

And of course you're quite welcome for the meshrelief include, it's been very
useful to me! I believe it's also in the object collection here as well as my
old site that you linked to.

Bill


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