POV-Ray : Newsgroups : povray.binaries.images : QUESTION: Bump not showing? Server Time
30 Oct 2026 18:33:05 EDT (-0400)
  QUESTION: Bump not showing? (Message 21 to 70 of 91)  
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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


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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


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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


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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


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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?

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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. :-)

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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 14:51:03
Message: <59779317$1@news.povray.org>
On 7/25/2017 6:19 PM, Sven Littkowski wrote:
> 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.

Jamaican English is an ittsy bitsy bit different from Standard English. 
In case you hadn't noticed.

-- 

Regards
     Stephen


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From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 16:00:00
Message: <web.5977a2619f453b979c5d6c810@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
>
> 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.

Hope this doesn't suffer in translation.  ;)
There's some dark splotches on the lower left side, maybe reflection? I didn't
check, wanted to go ahead and post this.

#version 3.7;
/*
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
*/
#declare MyRadiosity = on; // fast enough, but faster without

/*#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /SL_Space_Scene_003
/ */

global_settings
{
 #if(MyRadiosity)
  radiosity
  {
   media on
   pretrace_start 0.08
   pretrace_end   0.02
   count 100
   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, 400.0/2, -500.0 > /* < -000.0, 400.0, -500.0 > */
 look_at < 0.0, -200.0, 0.0 >/2 /* < 0.0, -200.0, 0.0 > */
 right 1.77*x
}

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

light_source
{
 < 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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 >
}
*/

// simulate Earth below
plane {y,-9999 pigment {rgb <0.4,0.7,1>}}

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

#declare MyRadius = 200.0;

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

#declare PositiveBump = normal
{
 bump_map
 { // use your file name
 png "balloon2bump"
 map_type 0 interpolate 2 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2 // 200*2=400, multiply by bump_size
 bump_size 0.02 // this equates to 8 after scale
}

#declare NegativeBump = normal // invert surface normal
{
 bump_map
 { // use your file name
  png "balloon2bump"
  map_type 0 interpolate 2 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2 // 200*2=400, multiply by bump_size
 bump_size 0.04 // this equates to 16 after scale
}

#declare MyOuterBalloonFinish = finish
{
 reflection   0.1 // I'm guessing here
 //crand        0.10 // grainy near shadows! Is it needed??
}

#declare MyInnerBalloonFinish = finish
{
 brilliance   1.50
 phong albedo 0.05
 metallic     0.00
 ambient      0.00
 emission     0.00
 reflection   0.50 // this much needed? or not?
}

#declare MyOuterBalloonTexture = texture
{
 pigment
 {
  image_map
  {
   png "balloon2bump"
   gamma 1
   map_type 0
   interpolate 2
   once
   transmit all 0.4 /* added to make partially transparent, change or remove? */
  }
  translate -0.5
  rotate < 90.0, 0.0, 0.0 >
  scale MyRadius*2
 }
 normal
 {
  gradient y
  normal_map
  { /* index number is based on balloon size, upper part height */
   [ 0.2625 PositiveBump] // top
   [ 0.2625 NegativeBump] // bottom
  }
  scale <1,1.5*MyRadius,1> // set to balloon height
 }
 finish { MyOuterBalloonFinish }
}

#declare MyInnerBalloonTexture = texture
{
 pigment { color rgb < 0.7686275,  0.7607843,  0.7333333 >
  transmit 0.4 /* added to make partially transparent, change or remove? */
 }
 normal
 {
  gradient y
  normal_map
  { /* set index values to 0.175 if torus scale <1,0.5,1>, same above */
   [ 0.2625 PositiveBump]
   [ 0.2625 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, 0.75, 1.0 >
 /* if 0.5*y, use normal_map 0.175 not 0.2625 (0.175*1.5, 0.5*1.5=0.75) */
} /* I changed that to get tall fat appearance, not required
but must change everything back again if not used this way */

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

#declare MyBalloonHullOutside = merge // union causes artefacts??
{
 object { UpperBalloonShape }
 object { LowerBalloonShape }
 texture { MyOuterBalloonTexture }
}

#declare MyBalloonHull = difference
{
 object { MyBalloonHullOutside }
 object
 {
  MyBalloonHullOutside
  scale 0.99999 // causing artefacts??
  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 }
 }
// plane {z,0} // only to see inside
}

#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 } // slow, fast if commented out
}

background { rgb < 0.02392157,  0.03490196,  0.04627451 > }


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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 18:54:18
Message: <5977cc1a$1@news.povray.org>
On 25.07.2017 14:51, Stephen wrote:
> On 7/25/2017 6:19 PM, Sven Littkowski wrote:
>> 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.
> 
> Jamaican English is an ittsy bitsy bit different from Standard English.
> In case you hadn't noticed.
> 
But how different is German to English? :-)

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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 19:16:03
Message: <5977d133$1@news.povray.org>
On 7/25/2017 11:54 PM, Sven Littkowski wrote:
> On 25.07.2017 14:51, Stephen wrote:
>> On 7/25/2017 6:19 PM, Sven Littkowski wrote:
>>> 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.
>>
>> Jamaican English is an ittsy bitsy bit different from Standard English.
>> In case you hadn't noticed.
>>
> But how different is German to English? :-)


How long have you lived there?
And English is a Germanic language.

https://en.wikipedia.org/wiki/English_language

https://de.wikipedia.org/wiki/Englische_Sprache



-- 

Regards
     Stephen


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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 19:31:21
Message: <5977d4c9$1@news.povray.org>
On 25.07.2017 01:06, clipka wrote:
> Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
>> Thanks a lot for your assistance, so far. But I admit, I am now irritate
d.
>>
>> Did you see the bump image I posted inside the other group (GENERAL)
>> with the same topic? Someone there told me to reduce the image size,
>> make it 16bit, and increase the contrast between dark and bright areas
>> there. I did that all. Still - no success.
> 
> 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).
> 
> That looks like bumps to me. (Excessively strong ones, actually; try
> `bump_size 10` or lower.)
> 
> 
> You still have some residual issues:
> 
> - Contrary to my recommendation, you apparently did not re-generate the
> image with higher contrast and bit depth, but rather just converted the
> old image and blurred it a bit. This still leaves you with artefacts
> from the original color banding.
> 
> - You are using `gamma 1.8` in a bump map. This indicates to me that
> /something/ regarding gamma is not quite right: Either you didn't
> understand what you were doing, or your bump map uses a poor encoding
> scheme that gives you more precision in black areas than it does in
> white areas. (To tell which of the two is the case, I'd have to know
> more about how you created the bump map in the first place.)
> 
> - Your radiosity block does not contain a `normal on` statement. As a
> consequence, if you turn on radiosity, you will not see any bumps in
> areas that are lit only indirectly.
> 
It seems, with my graphic program I can work only with one layer, if it
comes to 16bit. Cannot create any additional layers when in 16bit, and I
would need, in order to crate a similar pattern.

I use Photoshop v7.0. That is the reason, why I could not create the
image you suggested (and I agree on).   :-(

Will create a new bump image, but it will be again 8bit. But I create it
as a smaller version. Hoping for the best.

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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 20:01:32
Message: <5977dbdc@news.povray.org>
Latest Scene Code, Latest Bump, Latest Result
(still no bumps)

--------------------------

#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, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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"
 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
 bump_size 0.02
}

#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 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
 bump_size 0.04
}

#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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
 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 hollow }
 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 > }


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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB) Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB)

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'
space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'
space - launcher - balloon - type 001 - moon runnings.png


 

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 20:07:26
Message: <5977dd3e@news.povray.org>
On 25.07.2017 01:06, clipka wrote:
> 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).
> 
> That looks like bumps to me. (Excessively strong ones, actually; try
> `bump_size 10` or lower.)
> 
> You still have some residual issues:
> 
> - Contrary to my recommendation, you apparently did not re-generate the
> image with higher contrast and bit depth, but rather just converted the
> old image and blurred it a bit. This still leaves you with artefacts
> from the original color banding.
> 
> - You are using `gamma 1.8` in a bump map. This indicates to me that
> /something/ regarding gamma is not quite right: Either you didn't
> understand what you were doing, or your bump map uses a poor encoding
> scheme that gives you more precision in black areas than it does in
> white areas. (To tell which of the two is the case, I'd have to know
> more about how you created the bump map in the first place.)
> 
> - Your radiosity block does not contain a `normal on` statement. As a
> consequence, if you turn on radiosity, you will not see any bumps in
> areas that are lit only indirectly.
> 
Clipka, I created a new, more contrasting bump image. I dream to get
something like your result. My Photoshop 7 does not allow to work with
multiple layers if the mode is 16bit, thus I had to create it again
(sadly) in 8bit.

Please have a look at my latest scene code, I also tried to incorporate
the changed scene code of Omniverse, too:

-------------------

#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, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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"
 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
 bump_size 0.02
}

#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 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
 bump_size 0.04
}

#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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
 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 hollow }
 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 > }


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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB) Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'
space - launcher - balloon - type 001 - moon runnings.png

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'
space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png


 

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 25 Jul 2017 20:12:51
Message: <5977de83$1@news.povray.org>
On 25.07.2017 19:16, Stephen wrote:
> How long have you lived there?
> And English is a Germanic language.

Well, quite some time. Speaking English is the easiest for me. Listening
to English takes on a bit more concentration, but I can manage. But
reading in English takes on the most concentration, if I read too much,
i lose the contents and nothing reaches my understanding anymore, after
some time. That is how i would try to describe it.

English and German are not really similar, even if the modern English
has some of its roots in the Germanic language of the Saxons. Some parts
are Celtic, some parts are French, and some are even Latin (beside
French a 2nd Romanic language). But that is not so important. Important
is, how similar languages are. Not enough for me, to avoid this problem. :-
)

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From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 00:40:00
Message: <web.59781c979f453b979c5d6c810@news.povray.org>
All I can say is I can render your exact scene using your bump map file and see
how it should be.
However, there is trouble with the image_map. You say a "texture" name for that
one, yet didn't give another, so I used the same bump_map file for the texture
too.
I can see the shadowing on the surface, but the contrast is now so much I lose
sight of it in the darkest areas.

What I tried, again, is remove that image_map from pigment statement and
replaced with a simple:

color rgb 1 // plain white

Rendering posted.

And I was confused at first about the rounded shadow seen on the top left side
of balloon.
That was once again the 'parachute' piece, you don't actually see it until
moving camera farther away; I got rid of it before by replacing 175.001 with
MyRadius+0.001 in the SDL part:

#declare LowerBalloonShape = difference
{
 sphere { < 0.0, 0.0, 0.0 > MyRadius }
 cylinder {
  < 0.0, 0.0, 0.0 >,
  < 0.0, MyRadius+001, 0.0 >, MyRadius+0.001 } // instead of y*175.001
 scale < 1.0, 1.5, 1.0 >
}


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 03:31:13
Message: <59784541@news.povray.org>
On 26.07.2017 00:37, omniverse wrote:
> All I can say is I can render your exact scene using your bump map file a
nd see
> how it should be.
> However, there is trouble with the image_map. You say a "texture" name fo
r that
> one, yet didn't give another, so I used the same bump_map file for the te
xture
> too.
> I can see the shadowing on the surface, but the contrast is now so much I
 lose
> sight of it in the darkest areas.
> 
> What I tried, again, is remove that image_map from pigment statement and
> replaced with a simple:
> 
> color rgb 1 // plain white
> 
> Rendering posted.
> 
> And I was confused at first about the rounded shadow seen on the top left
 side
> of balloon.
> That was once again the 'parachute' piece, you don't actually see it unti
l
> moving camera farther away; I got rid of it before by replacing 175.001 w
ith
> MyRadius+0.001 in the SDL part:
> 
> #declare LowerBalloonShape = difference
> {
>  sphere { < 0.0, 0.0, 0.0 > MyRadius }
>  cylinder {
>   < 0.0, 0.0, 0.0 >,
>   < 0.0, MyRadius+001, 0.0 >, MyRadius+0.001 } // instead of y*175.001
>  scale < 1.0, 1.5, 1.0 >
> }
> 
> 
I made the balloon HOLLOW (instead of a difference). And removed the
TRANSMIT keyword. Looks better. But not getting any bumps. Made also the
top a bit flatter again 8as it was before).

Are you able to reproduce anything that looks like Clipka's balloon image?

Complete Scene Code:
-------------------------

#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, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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"
 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
 bump_size 0.02
}

#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 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
 bump_size 0.04
}

#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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
 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 hollow }
 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


Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB) Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB)

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'
space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'
space - launcher - balloon - type 001 - moon runnings.png


 

From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 07:20:42
Message: <59787b0a@news.povray.org>
On 26-7-2017 2:01, Sven Littkowski wrote:
> Latest Scene Code, Latest Bump, Latest Result
> (still no bumps)
> 

I didn't change anything to your code and used the bump map provided, 
and this is what I get: bumps *are* visible!

-- 
Thomas


Post a reply to this message


Attachments:
Download 'sl_balloon.png' (87 KB)

Preview of image 'sl_balloon.png'
sl_balloon.png


 

From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 07:28:32
Message: <59787ce0$1@news.povray.org>
On 26-7-2017 13:20, Thomas de Groot wrote:
> On 26-7-2017 2:01, Sven Littkowski wrote:
>> Latest Scene Code, Latest Bump, Latest Result
>> (still no bumps)
>>
> 
> I didn't change anything to your code and used the bump map provided, 
> and this is what I get: bumps *are* visible!
> 

Not entirely true ;-)

I added:

global_settings {
   assumed_gamma 1.0
}

which was demanded by your kolors.inc (and for obvious reasons when 
using version 3.7) and I provided a uniform red colour texture for the 
balloon (as an image_map).

-- 
Thomas


Post a reply to this message

From: Bald Eagle
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 07:50:01
Message: <web.597880ca9f453b97c437ac910@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-7-2017 2:01, Sven Littkowski wrote:
> > Latest Scene Code, Latest Bump, Latest Result
> > (still no bumps)
> >
>
> I didn't change anything to your code and used the bump map provided,
> and this is what I get: bumps *are* visible!
>
> --
> Thomas

This whole thing really reminds me of:
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg

Since it's from the 80's, maybe Yadgar will join this thread  ;)   :D


Post a reply to this message

From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 07:55:48
Message: <59788344$1@news.povray.org>
On 26-7-2017 13:45, Bald Eagle wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>> Latest Scene Code, Latest Bump, Latest Result
>>> (still no bumps)
>>>
>>
>> I didn't change anything to your code and used the bump map provided,
>> and this is what I get: bumps *are* visible!
>>
>> --
>> Thomas
> 
> This whole thing really reminds me of:
>
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg
> 
> Since it's from the 80's, maybe Yadgar will join this thread  ;)   :D
> 

Close Encounters of the Third(?) Kind? :-)

-- 
Thomas


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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 08:20:56
Message: <59788928$1@news.povray.org>
On 7/26/2017 12:55 PM, Thomas de Groot wrote:
> On 26-7-2017 13:45, Bald Eagle wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>>> Latest Scene Code, Latest Bump, Latest Result
>>>> (still no bumps)
>>>>
>>>
>>> I didn't change anything to your code and used the bump map provided,
>>> and this is what I get: bumps *are* visible!
>>>
>>> --
>>> Thomas
>>
>> This whole thing really reminds me of:
>>
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg
>>
>>
>> Since it's from the 80's, maybe Yadgar will join this thread  ;)   :D
>>
>
> Close Encounters of the Third(?) Kind? :-)
>

That's what I was thinking.

I thought that they would be earlier than the 80's.

-- 

Regards
     Stephen


Post a reply to this message

From: Bald Eagle
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 10:00:01
Message: <web.59789ff89f453b97c437ac910@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 7/26/2017 12:55 PM, Thomas de Groot wrote:

> > Close Encounters of the Third(?) Kind? :-)

Close.  "The Greatest American Hero"
(With Robert Culp from I Spy (!) :O )

> That's what I was thinking.
>
> I thought that they would be earlier than the 80's.

Yes, but only slightly. 1977


Post a reply to this message

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 10:44:32
Message: <5978aad0$1@news.povray.org>
On 7/26/2017 2:58 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 7/26/2017 12:55 PM, Thomas de Groot wrote:
>
>>> Close Encounters of the Third(?) Kind? :-)
>
> Close.  "The Greatest American Hero"
> (With Robert Culp from I Spy (!) :O )
>
>> That's what I was thinking.
>>
>> I thought that they would be earlier than the 80's.
>
> Yes, but only slightly. 1977
>

Whoosh! That went completely over my head. Not only have I never heard 
of the movie. The image looked like a neon tube mounted in an old 
fashioned lampshade.


-- 

Regards
     Stephen


Post a reply to this message

From: clipka
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 10:47:23
Message: <5978ab7b$1@news.povray.org>
Am 26.07.2017 um 16:44 schrieb Stephen:

> Whoosh! That went completely over my head. Not only have I never heard
> of the movie. The image looked like a neon tube mounted in an old
> fashioned lampshade.

Given the state-of-the-art special effects back then, maybe it /was/ a
neon tube mounted in an old fashioned lampshade after all ;)


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 11:42:35
Message: <5978b86b@news.povray.org>
On 26.07.2017 07:28, Thomas de Groot wrote:
> On 26-7-2017 13:20, Thomas de Groot wrote:
>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>> Latest Scene Code, Latest Bump, Latest Result
>>> (still no bumps)
>>>
>>
>> I didn't change anything to your code and used the bump map provided,
>> and this is what I get: bumps *are* visible!
>>
> 
> Not entirely true ;-)
> 
> I added:
> 
> global_settings {
>   assumed_gamma 1.0
> }
> 
> which was demanded by your kolors.inc (and for obvious reasons when
> using version 3.7) and I provided a uniform red colour texture for the
> balloon (as an image_map).
> 
I am not understanding this. I added the assumed gamma (but kept the
texture as it is), and still nothing of the bump shows! I really want to
use an images as texture. Please try my scene with the assumed gama, and
post the resulting image.

I am attaching the scene code, the bump image, and the resulting scene
image.

------------------------

#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
 assumed_gamma 1.0
 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, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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"
 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
 bump_size 0.02
}

#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 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
 bump_size 0.04
}

#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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
 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 hollow }
 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 > }


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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings.png' (172 KB) Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'
space - launcher - balloon - type 001 - moon runnings.png

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'
space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png


 

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 11:46:29
Message: <5978b955@news.povray.org>
On 26.07.2017 10:47, clipka wrote:
> Am 26.07.2017 um 16:44 schrieb Stephen:
> 
>> Whoosh! That went completely over my head. Not only have I never heard
>> of the movie. The image looked like a neon tube mounted in an old
>> fashioned lampshade.
> 
> Given the state-of-the-art special effects back then, maybe it /was/ a
> neon tube mounted in an old fashioned lampshade after all ;)
> 
Coming back into the cinemas. Alas they did not add the latest effects
and spaceship designs to that great movie. I've seen the original movie.
Great movie.

---------

Still not getting any bumps, feeling very frustrated now. I want to keep
my texture image file, not replacing it with a single color.

Attached are scene code, bump image, and resulting bump-less scene
image. Are you people getting bumps the way it is?

--------------------
#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
 assumed_gamma 1.0
 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, 500.0 > //< 2500.0, 2500.0, 5000.0 >
 rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
 area_light x*100,z*100,5,5 circular orient
 area_illumination
}
/*
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"
 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale MyRadius*2
 bump_size 0.02
}

#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 }
 translate -0.5
 rotate < 90.0, 0.0, 0.0 >
 scale -MyRadius*2
 bump_size 0.04
}

#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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
 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 hollow }
 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 > }



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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB) Download 'space - launcher - balloon - type 001 - moon runnings.png' (172 KB)

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'
space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'
space - launcher - balloon - type 001 - moon runnings.png


 

From: Bald Eagle
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 12:40:00
Message: <web.5978c52e9f453b97c437ac910@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Whoosh! That went completely over my head. Not only have I never heard
> of the movie. The image looked like a neon tube mounted in an old
> fashioned lampshade.

https://en.wikipedia.org/wiki/The_Greatest_American_Hero

Pretty sure it was lights on the bottom of a hot air balloon, which is why this
reminds me so much of it.

https://www.youtube.com/watch?v=e9Q3orQhEcA

Maybe Sven needs to add some light sources to the scene...   :D


Post a reply to this message

From: clipka
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 15:04:30
Message: <5978e7be$1@news.povray.org>
Am 26.07.2017 um 17:46 schrieb Sven Littkowski:
> On 26.07.2017 10:47, clipka wrote:
>> Am 26.07.2017 um 16:44 schrieb Stephen:
>>
>>> Whoosh! That went completely over my head. Not only have I never heard
>>> of the movie. The image looked like a neon tube mounted in an old
>>> fashioned lampshade.
>>
>> Given the state-of-the-art special effects back then, maybe it /was/ a
>> neon tube mounted in an old fashioned lampshade after all ;)
>>
> Coming back into the cinemas. Alas they did not add the latest effects
> and spaceship designs to that great movie. I've seen the original movie.
> Great movie.
> 
> ---------
> 
> Still not getting any bumps, feeling very frustrated now. I want to keep
> my texture image file, not replacing it with a single color.

At the moment, all seems to point at the pigment definition as the
culprit, as that's the only relevant thing we've always changed. You
should at least /try/ it with a plain pigment, to either confirm or
refute this theory.

If you can confirm it, we know that's what we have to examine further;
in that case you'll probably want to post the image map at last, so that
we can see what might be so special about it.

Otherwise we can be sure that it's a red herring, and that we have to
dig someplace else.


Post a reply to this message

From: clipka
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 15:17:58
Message: <5978eae6$1@news.povray.org>
Am 26.07.2017 um 18:37 schrieb Bald Eagle:

> https://www.youtube.com/watch?v=e9Q3orQhEcA

You know you'll be going straight to The Hague for posting this, right?


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 21:20:01
Message: <web.59793eee9f453b97e85ccd120@news.povray.org>
I believe what's going on is your image map is too dark and there's no specular
highlight or phone home and load in your outer finish statement.
I'm not home to test that theory out.

Bob


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 26 Jul 2017 21:55:01
Message: <web.597947be9f453b97e85ccd120@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:
> I believe what's going on is your image map is too dark and there's no specular
> highlight or phong* in your outer finish statement.
> I'm not home to test that theory out.

* edited. note to self: don't talk to text these povray messages by smart phone!


Post a reply to this message

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 00:20:43
Message: <59796a1b$1@news.povray.org>
On 26.07.2017 21:54, omniverse wrote:
> "omniverse" <omn### [at] charternet> wrote:
>> I believe what's going on is your image map is too dark and there's no s
pecular
>> highlight or phong* in your outer finish statement.
>> I'm not home to test that theory out.
> 
> * edited. note to self: don't talk to text these povray messages by smart
 phone!
> 
> 
You mean, I should use a different angle for the light source?

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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 00:24:14
Message: <59796aee$1@news.povray.org>
On 26.07.2017 15:04, clipka wrote:
> Am 26.07.2017 um 17:46 schrieb Sven Littkowski:
>> On 26.07.2017 10:47, clipka wrote:
>>> Am 26.07.2017 um 16:44 schrieb Stephen:
>>>
>>>> Whoosh! That went completely over my head. Not only have I never heard

>>>> of the movie. The image looked like a neon tube mounted in an old
>>>> fashioned lampshade.
>>>
>>> Given the state-of-the-art special effects back then, maybe it /was/ a
>>> neon tube mounted in an old fashioned lampshade after all ;)
>>>
>> Coming back into the cinemas. Alas they did not add the latest effects
>> and spaceship designs to that great movie. I've seen the original movie.

>> Great movie.
>>
>> ---------
>>
>> Still not getting any bumps, feeling very frustrated now. I want to keep

>> my texture image file, not replacing it with a single color.
> 
> At the moment, all seems to point at the pigment definition as the
> culprit, as that's the only relevant thing we've always changed. You
> should at least /try/ it with a plain pigment, to either confirm or
> refute this theory.
> 
> If you can confirm it, we know that's what we have to examine further;
> in that case you'll probably want to post the image map at last, so that
> we can see what might be so special about it.
> 
> Otherwise we can be sure that it's a red herring, and that we have to
> dig someplace else.
> 
Nope. Here's a one-color pigment. :-(

texture source code:
------------------

#declare MyOuterBalloonTexture = texture
{
 pigment
 {
  color rgb < 0.2, 0.9, 0.0 >
/*  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
  }
  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 < 1.0, 1.5*MyRadius, 1.0 >
 }
// finish { MyOuterBalloonFinish }
}


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Download 'space - launcher - balloon - type 001 - moon runnings.png' (70 KB)

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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 00:25:35
Message: <59796b3f$1@news.povray.org>
On 26.07.2017 12:37, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> Whoosh! That went completely over my head. Not only have I never heard
>> of the movie. The image looked like a neon tube mounted in an old
>> fashioned lampshade.
> 
> https://en.wikipedia.org/wiki/The_Greatest_American_Hero
> 
> Pretty sure it was lights on the bottom of a hot air balloon, which is wh
y this
> reminds me so much of it.
> 
> https://www.youtube.com/watch?v=e9Q3orQhEcA
> 
> Maybe Sven needs to add some light sources to the scene...   :D
> 
But I have a light source there. You mean, I should add more light sources?


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From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 01:40:01
Message: <web.59797bc19f453b979c5d6c810@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> On 26.07.2017 12:37, Bald Eagle wrote:
> > Stephen <mca### [at] aolcom> wrote:
> >
> >> Whoosh! That went completely over my head. Not only have I never heard
> >> of the movie. The image looked like a neon tube mounted in an old
> >> fashioned lampshade.
> >
> > https://en.wikipedia.org/wiki/The_Greatest_American_Hero
> >
> > Pretty sure it was lights on the bottom of a hot air balloon, which is wh
> y this
> > reminds me so much of it.
> >
> > https://www.youtube.com/watch?v=e9Q3orQhEcA
> >
> > Maybe Sven needs to add some light sources to the scene...   :D
> >
> But I have a light source there. You mean, I should add more light sources?

":D" big grin face, so I'm sure Bald Eagle was jesting, at least mostly I'm
guessing.

Having seen your green balloon using that same bump_map... something is
obviously wrong. I think we have all had trouble understanding why it only
happens for you.

Is that version of POV-Ray official or custom?

Probably what we all need to know is at this point is if a test of a simple
normal statement on a simple object is okay or not.

Not knowing what else you've done to check what's going on, maybe forget about
the balloon for now and render this and you should see a bumpy ball (camera NOT
needed! default camera used):

#version 3.7;

global_settings {
 assumed_gamma 1
  }
light_source {
  <-20, 40, -20>
  color rgb <1,1,1>
}

sphere {0,1
 texture {
  pigment{ color rgb <1,1,1> }
  normal { bumps bump_size 1 }
  finish { specular 0.1 }
 scale 0.2
}
translate <0,0,3>
}


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 01:45:00
Message: <web.59797d579f453b979c5d6c810@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> On 26.07.2017 21:54, omniverse wrote:
> > "omniverse" <omn### [at] charternet> wrote:
> >> I believe what's going on is your image map is too dark and there's no
> >> specular highlight or phong highlight in your outer finish statement.
> >
> You mean, I should use a different angle for the light source?

No, sorry, just that there's nothing at all in your outer finish statement to
affect lighting and shadowing.


#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
}


As you can see there, the inner finish does have highlighting via phong but it's
very little and can't be seen from outside (without transparency for outside).

Bob


Post a reply to this message

From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 02:35:01
Message: <web.597988719f453b979c5d6c810@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:
> there's nothing at all in your outer finish statement to
> affect lighting and shadowing.
>
>
> #declare MyOuterBalloonFinish = finish
> {
> // reflection   0.00
>  crand        0.10
> }

Sorry again. I wasn't smart there. Of course, default 'diffuse' finish should
still show shadowing when a normal statement is used, regardless of a finish
statement even existing or not.

Only way it wouldn't, that I can think of, is if scale is messing with the
normal. Or bump_size itself is affected in a bad way somehow.

Beyond that, I'm back to wondering about the program. I checked versions 3.7.0
and 3.7.1.rc1 and image_map doesn't remove a surface normal in my testing for
that. All okay here, anyhow.

Here we are approaching 60 messages in this thread, must be an answer to the
mystery... thing is, no one else has had the same thing happen yet, except for
finding trouble with low contrast, dark image/bump maps.

And now the green balloon render lacking bumpiness only makes the mystery more
so one.

Never give up hope, but this is a tricky thing for whatever reason.

Bob


Post a reply to this message

From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 02:54:19
Message: <59798e1b@news.povray.org>
On 26-7-2017 17:42, Sven Littkowski wrote:
> On 26.07.2017 07:28, Thomas de Groot wrote:
>> On 26-7-2017 13:20, Thomas de Groot wrote:
>>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>>> Latest Scene Code, Latest Bump, Latest Result
>>>> (still no bumps)
>>>>
>>>
>>> I didn't change anything to your code and used the bump map provided,
>>> and this is what I get: bumps *are* visible!
>>>
>>
>> Not entirely true ;-)
>>
>> I added:
>>
>> global_settings {
>>    assumed_gamma 1.0
>> }
>>
>> which was demanded by your kolors.inc (and for obvious reasons when
>> using version 3.7) and I provided a uniform red colour texture for the
>> balloon (as an image_map).
>>
> I am not understanding this. I added the assumed gamma (but kept the
> texture as it is), and still nothing of the bump shows! I really want to
> use an images as texture. Please try my scene with the assumed gama, and
> post the resulting image.
> 
> I am attaching the scene code, the bump image, and the resulting scene
> image.
> 

Well, I don't know what goes wrong with your render, but my render of 
your code is ok.

Please note that assumed_gamma should be declared /before/ the 
kolors.inc include or you while get an error message. Also note that you 
have declared assumed_gamma twice inside the global_settings. However, 
that is not the problem.

-- 
Thomas


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Attachments:
Download 'sl_balloon2.png' (88 KB)

Preview of image 'sl_balloon2.png'
sl_balloon2.png


 

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 03:10:20
Message: <597991dc$1@news.povray.org>
On 7/27/2017 7:30 AM, omniverse wrote:
> Here we are approaching 60 messages in this thread, must be an answer to the
> mystery... thing is, no one else has had the same thing happen yet, except for
> finding trouble with low contrast, dark image/bump maps.

Do you think that it is possible that there is a mix up with duplicate 
image files being referenced?
Or finding the wrong file in a long Library_Path?

-- 

Regards
     Stephen


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From: omniverse
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 03:45:00
Message: <web.597999309f453b979c5d6c810@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 7/27/2017 7:30 AM, omniverse wrote:
> > Here we are approaching 60 messages in this thread, must be an answer to the
> > mystery... thing is, no one else has had the same thing happen yet, except for
> > finding trouble with low contrast, dark image/bump maps.
>
> Do you think that it is possible that there is a mix up with duplicate
> image files being referenced?
> Or finding the wrong file in a long Library_Path?

Not very likely I suppose.
Just checked using image and bump files located in a parent-sub-sub folder on a
another partition and was okay with forward slashes and backslashes, even though
the latter causes P-R to spit out error messages.

Oh, and this must be message number 60.  ;)

Await hearing which POV-Ray version, or if custom compiled. I could have missed
that info so maybe I will scan over this thread again in the meantime.

Bob


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From: clipka
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 05:14:24
Message: <5979aef0$1@news.povray.org>
Am 27.07.2017 um 05:24 schrieb Sven Littkowski:

>> At the moment, all seems to point at the pigment definition as the
>> culprit, as that's the only relevant thing we've always changed. You
>> should at least /try/ it with a plain pigment, to either confirm or
>> refute this theory.
>>
>> If you can confirm it, we know that's what we have to examine further;
>> in that case you'll probably want to post the image map at last, so that
>> we can see what might be so special about it.
>>
>> Otherwise we can be sure that it's a red herring, and that we have to
>> dig someplace else.
>>
> Nope. Here's a one-color pigment. :-(

Okay, now this leaves surprisingly few possible explanations. I can only
come up with the following:

- You might be using a rare and buggy version of POV-Ray.

To check this, I recommend you post the exact POV-Ray version number
(and let us know which operating system you're using).

- You might be using a different scene file and/or bump map image file
than those you posted.

- There might be a relevant line break introduced in your post of the
scene file that we've been overlooking.

To check these two, I recommend you temporarily rename your scene and
auxiliary files (image file and bump map), then try to re-create the
scene from your own postings and render it. You'll get parse errors,
make sure to fix only those actually reported.

- You might be using low-quality settings (`+q7` or lower).

To check this, I recommend you post the message output of the render,
and/or run the render with `+giFOO.INI` and post the generated FOO.INI here.


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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 05:34:15
Message: <5979b397$1@news.povray.org>
On 7/27/2017 8:41 AM, omniverse wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 7/27/2017 7:30 AM, omniverse wrote:
>>> Here we are approaching 60 messages in this thread, must be an answer to the
>>> mystery... thing is, no one else has had the same thing happen yet, except for
>>> finding trouble with low contrast, dark image/bump maps.
>>
>> Do you think that it is possible that there is a mix up with duplicate
>> image files being referenced?
>> Or finding the wrong file in a long Library_Path?
>
> Not very likely I suppose.

It has happened to me on occasion.

> Just checked using image and bump files located in a parent-sub-sub folder on a
> another partition and was okay with forward slashes and backslashes, even though
> the latter causes P-R to spit out error messages.
>
> Oh, and this must be message number 60.  ;)

A long way off the record.
642 at the last count, in OT.

http://news.povray.org/povray.off-topic/thread/%3C5797bc1b%40news.povray.org%3E/?ttop=416746&toff=50


>
> Await hearing which POV-Ray version, or if custom compiled. I could have missed
> that info so maybe I will scan over this thread again in the meantime.
>

Has anyone collect Sven's code? I don't fancy going through the thread 
to piece it all together. And I've not been following it closely.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 07:19:19
Message: <5979cc37@news.povray.org>
On 27-7-2017 11:34, Stephen wrote:

> Has anyone collect Sven's code? I don't fancy going through the thread 
> to piece it all together. And I've not been following it closely.
> 

This is the latest, with my amendments. See also the attached images I used.



-- 
Thomas


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Attachments:
Download 'balloon bumpmap.png' (201 KB) Download 'balloon texture.png' (3 KB) Download 'sl_balloon2.pov.txt' (8 KB)

Preview of image 'balloon bumpmap.png'
balloon bumpmap.png

Preview of image 'balloon texture.png'
balloon texture.png

From: Bald Eagle
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 07:50:00
Message: <web.5979d2d19f453b97c437ac910@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:
> Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> > On 26.07.2017 12:37, Bald Eagle wrote:

> > > https://www.youtube.com/watch?v=e9Q3orQhEcA
> > >
> > > Maybe Sven needs to add some light sources to the scene...   :D
> > >
> > But I have a light source there. You mean, I should add more light sources?
>
> ":D" big grin face, so I'm sure Bald Eagle was jesting, at least mostly I'm
> guessing.

The light sources I was suggesting were the lights at the bottom of the balloon
- in the video.  Because spaceships only ever visit Earthlings at night in
isolated, unpopulated areas.
And it makes for dramatic lighting.

I think that for clarity and accuracy, it might be advisable to package all of
the files into a ZIP and post it in a binary thread so that everybody has all of
the same pieces to analyze.  Unzip to a subdirectory, and then there shouldn't
be any question of what files are being used to generate the render.


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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 08:17:04
Message: <5979d9c0@news.povray.org>
On 7/27/2017 12:19 PM, Thomas de Groot wrote:
> On 27-7-2017 11:34, Stephen wrote:
>
>> Has anyone collect Sven's code? I don't fancy going through the thread
>> to piece it all together. And I've not been following it closely.
>>
>
> This is the latest, with my amendments. See also the attached images I
> used.
>
>
>
Thanks Thomas.
The results were as expected. The shadows showing.

But is this expected? It is the top of the balloon.
[Drat! I can't put them inline.]

Using Sven's original code. I imported it into Bishop3D correcting the 
errors one by one. Using the image maps you supplied. The second image 
is directly from Sven's code.


What concerns me is:
   image_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher
- Balloon - Type 001 - Moon Runnings - Balloon Texture.png" }

Are those spaces and dashes part of the file name?




-- 

Regards
     Stephen


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Attachments:
Download 'import02_0000.png' (184 KB) Download 'import03_00000.png' (137 KB)

Preview of image 'import02_0000.png'
import02_0000.png

Preview of image 'import03_00000.png'
import03_00000.png


 

From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 27 Jul 2017 08:22:22
Message: <5979dafe@news.povray.org>
On 7/27/2017 12:47 PM, Bald Eagle wrote:
> The light sources I was suggesting were the lights at the bottom of the balloon
> - in the video.  Because spaceships only ever visit Earthlings at night in
> isolated, unpopulated areas.
> And it makes for dramatic lighting.

How very true. :)

Did I ever tell you about the time I stopped off in Roswell for lunch? I 
regretted it, I can tell you.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 02:46:02
Message: <597addaa$1@news.povray.org>
On 27-7-2017 14:16, Stephen wrote:
> On 7/27/2017 12:19 PM, Thomas de Groot wrote:
>> On 27-7-2017 11:34, Stephen wrote:
>>
>>> Has anyone collect Sven's code? I don't fancy going through the thread
>>> to piece it all together. And I've not been following it closely.
>>>
>>
>> This is the latest, with my amendments. See also the attached images I
>> used.
>>
>>
>>
> Thanks Thomas.
> The results were as expected. The shadows showing.
> 
> But is this expected? It is the top of the balloon.
> [Drat! I can't put them inline.]

Well, the bump_map is polar-oriented, so I expect the creases to show up 
on the sides too while the top is fairly smooth (according to the map).

> 
> Using Sven's original code. I imported it into Bishop3D correcting the 
> errors one by one. Using the image maps you supplied. The second image 
> is directly from Sven's code.
> 
> 
> What concerns me is:
>    image_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher
> - Balloon - Type 001 - Moon Runnings - Balloon Texture.png" }
> 
> Are those spaces and dashes part of the file name?
> 

A question for Sven, but I think they are.


-- 
Thomas


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From: Stephen
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 05:16:05
Message: <597b00d5@news.povray.org>
On 7/28/2017 7:45 AM, Thomas de Groot wrote:
> On 27-7-2017 14:16, Stephen wrote:
>> On 7/27/2017 12:19 PM, Thomas de Groot wrote:
>>> On 27-7-2017 11:34, Stephen wrote:
>>>
>>>> Has anyone collect Sven's code? I don't fancy going through the thread
>>>> to piece it all together. And I've not been following it closely.
>>>>
>>>
>>> This is the latest, with my amendments. See also the attached images I
>>> used.
>>>
>>>
>>>
>> Thanks Thomas.
>> The results were as expected. The shadows showing.
>>
>> But is this expected? It is the top of the balloon.
>> [Drat! I can't put them inline.]
>
> Well, the bump_map is polar-oriented, so I expect the creases to show up
> on the sides too while the top is fairly smooth (according to the map).
>


Sorry, I meant the cap on the top that was missed in the difference.


>>
>> Using Sven's original code. I imported it into Bishop3D correcting the
>> errors one by one. Using the image maps you supplied. The second image
>> is directly from Sven's code.
>>
>>
>> What concerns me is:
>>    image_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher
>> - Balloon - Type 001 - Moon Runnings - Balloon Texture.png" }
>>
>> Are those spaces and dashes part of the file name?
>>
>
> A question for Sven, but I think they are.
>
>

Indeed it is. Although they look suspiciously, a bit like file paths to me.

Like everyone else, I see no reason for it not to work on Sven's machine.



-- 

Regards
     Stephen


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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:09:39
Message: <597bd243$1@news.povray.org>
On 27.07.2017 03:10, Stephen wrote:
> On 7/27/2017 7:30 AM, omniverse wrote:
>> Here we are approaching 60 messages in this thread, must be an answer
>> to the
>> mystery... thing is, no one else has had the same thing happen yet,
>> except for
>> finding trouble with low contrast, dark image/bump maps.
> 
> Do you think that it is possible that there is a mix up with duplicate
> image files being referenced?
> Or finding the wrong file in a long Library_Path?
> 
Not sure, but I would tend to say NO. I have only that one bump image.   :-
(

---
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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:11:34
Message: <597bd2b6$1@news.povray.org>
On 27.07.2017 03:41, omniverse wrote:
> Await hearing which POV-Ray version, or if custom compiled. I could have 
missed
> that info so maybe I will scan over this thread again in the meantime.

POV-Ray v3.7.0.msvc10.win64

---
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