POV-Ray : Newsgroups : povray.binaries.images : QUESTION: Bump not showing? Server Time
13 Jul 2025 13:04:32 EDT (-0400)
  QUESTION: Bump not showing? (Message 17 to 26 of 91)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 02:06:32
Message: <5976dfe8$1@news.povray.org>
On 25.07.2017 01:10, clipka wrote:
> Am 25.07.2017 um 07:06 schrieb clipka:
> 
>> I'm not sure what you are doing there. With the new bump map and using
>> the scene from your original post, the attached image is what I get
>> (after repairing broken comments and replacing the image_map with a
>> plain white pigment).
> 
> Oops, attached the wrong image: This one was generated with radiosity
> enabled (and a `nornal on` statement). Without radiosity the image looks
> pretty similar though.
> 
Thanks. Meanwhile, I actually applied many changes, with the effect that
scene parsing ends with an error. I tried to incorporate all advises,
but still miss something.

I am going to post the changed scene code at the very end of this
thread, to keep you all updated.

---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 02:26:44
Message: <5976e4a4$1@news.povray.org>
UPDATE
Latest Scene Code
(I managed to change the balloon to a gray apple)   :-(


#version 3.7;

#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"

#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /

global_settings
{
 #if(MyRadiosity)
  radiosity
  {
   media on
   pretrace_start 0.08
   pretrace_end   0.001
   count 400
   error_bound 0.75
   recursion_limit 1
   normal on
  }
 #end
 subsurface        {}
 adc_bailout       0.0039
 ambient_light     rgb < 0.000, 0.000, 0.000 >
 assumed_gamma     1.000
 irid_wavelength   rgb < 0.250, 0.180, 0.140 >
 max_trace_level   5
 number_of_waves   10
 noise_generator   3
 charset           ascii
}

#declare LightDiameter =     10000.0;
#declare LightDistanceX =  -500000.0; // X = Left - Right
#declare LightDistanceY =  1000000.0; // Y = Up - Down
#declare LightDistanceZ =  -100000.0; // Z = Front - Back
#declare LightRotate =          36.0;
#declare MyLight =             0.125;

camera
{
 location < -000.0, 400.0, -500.0 >
 look_at < 0.0, -200.0, 0.0 >
 right 1.77*x
}

//
----------------------------------------------------------------------------------------------------------------------------------


light_source
{
 < 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5
}
/*
light_source
{
 < -50.0, 50.0, 0.0 >
 rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
 < -1000.0, 1000.0, 1000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}

union
{
 object { MyLight rotate < 0.0, 000.0, 0.0 > }
 object { MyLight rotate < 0.0, 036.0, 0.0 > }
 object { MyLight rotate < 0.0, 072.0, 0.0 > }
 object { MyLight rotate < 0.0, 108.0, 0.0 > }
 object { MyLight rotate < 0.0, 144.0, 0.0 > }
 object { MyLight rotate < 0.0, 180.0, 0.0 > }
 object { MyLight rotate < 0.0, 216.0, 0.0 > }
 object { MyLight rotate < 0.0, 252.0, 0.0 > }
 object { MyLight rotate < 0.0, 288.0, 0.0 > }
 object { MyLight rotate < 0.0, 324.0, 0.0 > }
 translate < -1000.0, 0000.0, -1000.0 >
}
*/

//
----------------------------------------------------------------------------------------------------------------------------------

#declare MyRadius = 200.0;

//
----------------------------------------------------------------------------------------------------------------------------------

#declare PositiveBump = normal
{
 bump_map
 {
  png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
 }
 bump_size 0.1
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
}

#declare NegativeBump = normal
{
 bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
 bump_size 0.1
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
}

#declare MyOuterBalloonFinish = finish
{
// reflection   0.00
 crand        0.10
}

#declare MyInnerBalloonFinish = finish
{
 brilliance   1.50
 phong albedo 0.05
 metallic     0.00
 ambient      0.00
 emission     0.00
 reflection   0.50
}

#declare MyOuterBalloonTexture = texture
{
 pigment
 {
  image_map
  {
   png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
   gamma 1
   map_type 0
   interpolate 2
   once
   transmit all 0.5
  }
  translate -0.5
  rotate < 90.0, 0.0, 0.0 >
  scale MyRadius*2
 }
 normal
 {
  gradient y
  normal_map
  {
   [ 0.175 PositiveBump]
   [ 0.175 NegativeBump]
  }
  scale <1,1.5*MyRadius,1>
 }
 finish { MyOuterBalloonFinish }
}

#declare MyInnerBalloonTexture = texture
{
 pigment { color rgb < 0.7686275,  0.7607843,  0.7333333 > }
 normal
 {
  gradient y
  normal_map
  {
   [ 0.175 PositiveBump]
   [ 0.175 NegativeBump]
  }
  scale <1,1.5*MyRadius,1>
 }
 finish { MyInnerBalloonFinish }
}

//
----------------------------------------------------------------------------------------------------------------------------------

#declare UpperBalloonShape = torus     // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
 95.0, 105.0
 scale < 1.0, 0.5, 1.0 >
}

#declare LowerBalloonShape = difference
{
 sphere { < 0.0, 0.0, 0.0 > MyRadius }
 cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
 scale < 1.0, 1.5, 1.0 >
}

#declare MyBalloonHullOutside = union
{
 object { UpperBalloonShape }
 object { LowerBalloonShape }
 texture { MyOuterBalloonTexture }
}

#declare MyBalloonHull = difference
{
 object { MyBalloonHullOutside }
 object
 {
  MyBalloonHullOutside
  scale 0.99999
  texture { MyInnerBalloonTexture }
 }
 cylinder  // Launcher Openings
 {
  < 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
  texture { MyInnerBalloonTexture }
 }
}

#declare Launcher = difference
{
 union
 {
  #declare MyLength = 10.0;
  #declare MyHeight = 0.0;
  #declare MyTop = 35.0;
  cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
  box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
 }
 cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
 pigment { color rgb 1.0 }
}

#declare DoublePositionLight = union
{
 union
 {
  cylinder { < 0.0, 0.0,  2.5 > < 10.0, 0.0,  2.5 > 0.20 }
  cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
  pigment { color rgb < 0.05, 0.05, 0.05 > }
  finish { MyOuterBalloonFinish }
 }
 union
 {
  sphere { < 10.0, 0.0, 2.5 > 0.35 }
  sphere { < 10.0, 0.0, -2.5 > 0.35 }
  pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
  finish { ambient rgb < 0.3, 0.1, 0.1 > }
 }
 union
 {
  light_source
  {
   < 10.0, 0.0, 2.5 >
   rgb < 0.7, 0.0, 0.0 > *10.0
   fade_distance 50.0
   fade_power 4
  }
  light_source
  {
   < 10.0, 0.0, -2.5 >
   rgb < 0.7, 0.0, 0.0 > *1.0
   fade_distance 50.0
   fade_power 4
  }
 }
}

#declare PositionLights = union
{
 #declare MyDistance = MyRadius-0.1;
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
 object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}

union
{
 object { MyBalloonHull }
 object { Launcher }
 object { PositionLights }
}

background { rgb < 0.02392157,  0.03490196,  0.04627451 > }


---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 03:11:25
Message: <5976ef1d$1@news.povray.org>
On 7/25/2017 7:06 AM, Sven Littkowski wrote:
> Thanks. Meanwhile, I actually applied many changes, with the effect that
> scene parsing ends with an error. I tried to incorporate all advises,
> but still miss something.

Do the changes one at a time and test if they work before going on to 
the next. Otherwise it is like trying to find two matching ends in a 
plate of spaghetti. :)

-- 

Regards
     Stephen


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 04:45:00
Message: <web.597704e29f453b979c5d6c810@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 7/25/2017 7:06 AM, Sven Littkowski wrote:
> > Thanks. Meanwhile, I actually applied many changes, with the effect that
> > scene parsing ends with an error. I tried to incorporate all advises,
> > but still miss something.
>
> Do the changes one at a time and test if they work before going on to
> the next. Otherwise it is like trying to find two matching ends in a
> plate of spaghetti. :)

I like that description, and spaghetti.

I didn't get any errors after making sure all lines of SDL are commented, mostly
the several

//
--------------------------------------------

however, that's with my own image/bump file.
Probably need to use forward slashes, not back slashes since those are also
escape characters.

Rendering with a more distant camera I see the parachute piece again, that's
because in the LowerBalloonShape the cylinder being differenced away from the
sphere doesn't encompass the entire upper half.
Which is why I used:

 cylinder { < 0.0, 0.0, 0.0 >, < 0.0, MyRadius+0.001, 0.0 >, MyRadius+0.001 }

instead of 175.001 for y.

Only my opinion but I still think the torus balloon top has a better look if
making it
scale <1, 0.75, 1> instead of the flattened <1, 0.5, 1>
but that's all up to you.
Although, if doing like I did, those bump_map entries are required to be either
0.175*1.5 or the equivalent of just 0.2625.

Anyway, I'm sure you get the idea how to rescale the gradient if making any
changes to the object scale.

And once again, I'll say the widest part of the balloon gets smooth with this
way of going about using a map_type 0 (planar) mapping. But to do it with
map_type 1 (spherical) you need an entirely different image, one that isn't
patterned radially. Something with vertical features.

Bob


Post a reply to this message

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 05:00:36
Message: <597708b4$1@news.povray.org>
On 7/25/2017 8:11 AM, Stephen wrote:
>> On 7/25/2017 7:06 AM, Sven Littkowski wrote:
>>> Thanks. Meanwhile, I actually applied many changes, with the effect that
>>> scene parsing ends with an error. I tried to incorporate all advises,
>>> but still miss something.
>
>>
>> Do the changes one at a time and test if they work before going on to
>> the next. Otherwise it is like trying to find two matching ends in a
>> plate of spaghetti. :)
>>
> Well, too late now. :-)

It should never be too late. Any sort of version control is better than 
none.


I assume you pressed the wrong button

BTW Put more tobacco in them. ;)

-- 

Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 05:14:52
Message: <59770c0c$1@news.povray.org>
On 7/25/2017 9:44 AM, omniverse wrote:
> I like that description, and spaghetti.
>

I've learned my lessons the hard way.
And it is Tuesday, traditionally pasta night.

> I didn't get any errors after making sure all lines of SDL are commented, mostly
> the several
>
> //
> --------------------------------------------

/* That is why
I put my comments tile this. Even if it is only one line. */

Not that I do a lot of coding but I modify machine written SDL a lot.

-- 

Regards
     Stephen


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 05:15:00
Message: <web.59770bba9f453b979c5d6c810@news.povray.org>
Yoiks! Forgot to say what I was going to tell about before starting to write
that last reply.
I blame Stephen for making me lose my train of thought with that perfect
metaphor about finding errors.  LOL

Sooo... bump_size 0.1, apparently that's too much. I tried 0.01 instead and
think it looks better. I realized the scale in the normal statement being
MyRadius*2 is probably the equivalent of bump_size 4 even if starting with 0.01.

Don't want to go into all that here but I recall many discussions long ago about
attempts to keep things such as normal and media from scaling up or down with
object sizes after placing the texture. Or just to be aware of the possible
ramifications when scaling.

That aside, please be sure to read my previous reply about the other things.

Bob


Post a reply to this message

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 05:16:06
Message: <59770c56$1@news.povray.org>
On 7/25/2017 9:44 AM, omniverse wrote:
 > I like that description, and spaghetti.
 >

I've learned my lessons the hard way.
And it is Tuesday, traditionally pasta night.

 > I didn't get any errors after making sure all lines of SDL are 
commented, mostly
 > the several
 >
 > //
 > --------------------------------------------

/* That is why
I put my comments like this. Even if it is only one line. */

Not that I do a lot of coding but I modify machine written SDL a lot.

-- 

Regards
     Stephen


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 13:16:05
Message: <59777cd5@news.povray.org>
Hi, did you all see the latest code?

---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 13:19:40
Message: <59777dac$1@news.povray.org>
On 25.07.2017 05:13, omniverse wrote:
> Yoiks! Forgot to say what I was going to tell about before starting to wr
ite
> that last reply.
> I blame Stephen for making me lose my train of thought with that perfect
> metaphor about finding errors.  LOL
> 
> Sooo... bump_size 0.1, apparently that's too much. I tried 0.01 instead a
nd
> think it looks better. I realized the scale in the normal statement being

> MyRadius*2 is probably the equivalent of bump_size 4 even if starting wit
h 0.01.
> 
> Don't want to go into all that here but I recall many discussions long ag
o about
> attempts to keep things such as normal and media from scaling up or down 
with
> object sizes after placing the texture. Or just to be aware of the possib
le
> ramifications when scaling.
> 
> That aside, please be sure to read my previous reply about the other thin
gs.
> 
> Bob
> 
Ho, can you publish here the entire scene code of your version of the
scene? That would help me better to see the differences and to understand.

I admit, another problem I have, is based on the English language. Yes,
i understand it well, I even live in an English-speaking country now.
But I am not natively English-speaking. Reading all that English here,
causes a concentration problem for me, and I am always missing a lot of
things, not capturing them somehow. That is why I want to ask you all
here, to be patient with me. :-)

---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com


Post a reply to this message

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

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