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Another problem: The same thread exists inside the GENERAL section. I
posted here at first before making up my mind that it might be a GENERAL
topic. Now we have two identical threads. I think, we all should just
use the GENERAL thread there, not this one.
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Another problem: The same thread exists inside the GENERAL section. I
> posted here at first before making up my mind that it might be a GENERAL
> topic. Now we have two identical threads. I think, we all should just
> use the GENERAL thread there, not this one.
From general group message:
> Here's the updated bump image. I reduced its size, made it 16bit, and
> increased the contrast between dark and bright areas. Still - no
> success. :-(
>
> Another problem: The same thread exists inside the IMAGE section. I
> posted there at first before making up my mind that it might be a
> GENERAL topic. Now we have two identical threads. I think, we all should
> just use THIS thread here, inside GENERAL.
I was avoiding general group because of image uploads not being accepted there,
so I'm not sure how you were able to do that.
Showing the render here that I was able to make using *your updated* bump_map
file, along with the SDL I posted here before (including fixed normal
statements).
And I regret uploading my version of the bump_map in PNG while leaving the
resolution size large, made almost 4 MB download file. Sorry!
I did not use reflection and radiosity, and also removed the image_map to use
only color rgb 1 which allows seeing only the bumpiness without any other visual
effects other than light source shadowing.
If you could show your resulting render here, to compare with this, it might
help figure out why you can't get "success". Must be an answer anyhow.
Bob
Post a reply to this message
Attachments:
Download 'test-bump_map-balloon.jpg' (34 KB)
Preview of image 'test-bump_map-balloon.jpg'

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Am 25.07.2017 um 01:42 schrieb Sven Littkowski:
>
> My e-mail client seems to ignore if I try to stop an unfinished posting.
> Please ignore the above posting with the wrong contents.
Select the posting in question, then open the "Nachricht" menu (Alt-N),
and choose "Beitrag zurückziehen" (Alt-Z).
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Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
> Thanks a lot for your assistance, so far. But I admit, I am now irritated.
I hope you're just "confused" ("irritiert"), not "irritated" ("verärgert").
Post a reply to this message
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On 24.07.2017 20:27, omniverse wrote:
> Showing the render here that I was able to make using *your updated* bump_map
> file, along with the SDL I posted here before (including fixed normal
> statements).
> Replace both normal statements for outer and inner textures with this:
> normal { gradient y
> normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical scale)
height from 0 */
> [0.175 PositiveBump]
> [0.175 NegativeBump]
> } // end normal_map
> scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon>
> And I regret uploading my version of the bump_map in PNG while leaving the
> resolution size large, made almost 4 MB download file. Sorry!
> I did not use reflection and radiosity, and also removed the image_map to use
> only color rgb 1 which allows seeing only the bumpiness without any other visual
> effects other than light source shadowing.
Hi, thanks. I am seeing your two bump_map declarations, but not that you
specified the bump image. I tried to incorporate everything, but still
fail (now with error message):
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 1
once bump_size 150.0 }
scale < 1.0, 1.5*MyRadius, 1.0 >
}
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Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
> Thanks a lot for your assistance, so far. But I admit, I am now irritated.
>
> 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.
Post a reply to this message
Attachments:
Download 'test.png' (90 KB)
Preview of image 'test.png'

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Am 25.07.2017 um 07:06 schrieb clipka:
> I'm not sure what you are doing there. With the new bump map and using
> the scene from your original post, the attached image is what I get
> (after repairing broken comments and replacing the image_map with a
> plain white pigment).
Oops, attached the wrong image: This one was generated with radiosity
enabled (and a `nornal on` statement). Without radiosity the image looks
pretty similar though.
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> On 24.07.2017 20:27, omniverse wrote:
> > Showing the render here that I was able to make using *your updated* bump_map
> > file, along with the SDL I posted here before (including fixed normal
> > statements).
> > Replace both normal statements for outer and inner textures with this:
> > normal { gradient y
> > normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical scale)
height from 0 */
> > [0.175 PositiveBump]
> > [0.175 NegativeBump]
> > } // end normal_map
> > scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon>
> > And I regret uploading my version of the bump_map in PNG while leaving the
> > resolution size large, made almost 4 MB download file. Sorry!
> > I did not use reflection and radiosity, and also removed the image_map to use
> > only color rgb 1 which allows seeing only the bumpiness without any other visual
> > effects other than light source shadowing.
>
> Hi, thanks. I am seeing your two bump_map declarations, but not that you
> specified the bump image. I tried to incorporate everything, but still
> fail (now with error message):
>
> normal
> {
> gradient y
> normal_map
> {
> [ 0.175 PositiveBump ]
> [ 0.175 NegativeBump ]
> }
> bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
> Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 1
> once bump_size 150.0 }
> scale < 1.0, 1.5*MyRadius, 1.0 >
> }
Oh. Yeah, you missed that from the whole SDL I posted at:
http://news.povray.org/web.59758a1a9f453b979c5d6c810%40news.povray.org
It's in the #declare statements for PositiveBump and NegativeBump before that
part.
I used my own file name so only that would need to be changed, otherwise you
have the correct 0.175 and 1.5*MyRadius in there.
You must remove your map_type 1 and bump_size 150.0 or else it will be
completely wrong for the way I did it. Reason why, the scale drastically
increases the surface normal deformation. You will notice I used only bump_size
0.1 so the object scale won't affect it as much.
Well, I say "correct" but I'm still wondering if I got it exactly right as
possible, or not.
And later I changed the torus to be taller because I thought it just looked
shaped better to me, not that you must change anything, by making scale
<1,0.5*1.5,1> (same as scale 0.75*y)
and changing to:
normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical
scale) height from 0 */
[0.175*1.5 PositiveBump] // refit to rescaled torus height
[0.175*1.5 NegativeBump]
} // end normal_map
scale <1,1.75*MyRadius,1> // rescale only y to fit whole balloon
in the two gradient y normal statements.
Bob
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On 25.07.2017 00:28, clipka wrote:
> Am 25.07.2017 um 01:42 schrieb Sven Littkowski:
>>
>> My e-mail client seems to ignore if I try to stop an unfinished posting.
>> Please ignore the above posting with the wrong contents.
>
> Select the posting in question, then open the "Nachricht" menu (Alt-N),
> and choose "Beitrag zurückziehen" (Alt-Z).
>
Cool! Thanks! Learned something new...
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On 25.07.2017 00:34, 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 irritated.
>
> I hope you're just "confused" ("irritiert"), not "irritated" ("verärgert").
>
Yes, confused. :-D
---
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