POV-Ray : Newsgroups : povray.binaries.images : QUESTION: Bump not showing? Server Time
6 May 2024 09:24:11 EDT (-0400)
  QUESTION: Bump not showing? (Message 67 to 76 of 91)  
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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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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:12:42
Message: <597bd2fa@news.povray.org>
On 27.07.2017 05:34, 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.

#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
{
 brilliance   1.50
 phong albedo 0.05
 metallic     0.00
 ambient      0.00
 emission     0.00
 reflection   0.50
 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' (103 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: 28 Jul 2017 20:18:26
Message: <597bd452@news.povray.org>
On 27.07.2017 08:16, 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.]
> 
> 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?
> 
> 
> 
> 
Yes, they are part of the file names. But they cause no error message,
as POV-Ray gives them straight to the Windows system, and Windows is
handling the file management.

Please use my balloon texture for the outside, and let us know, if you
still get bumps.


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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon texture.png' (882 KB)

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space - launcher - balloon - type 001 - moon runnings - balloon texture.png


 

From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:19:15
Message: <597bd483$1@news.povray.org>
On 28.07.2017 02:45, 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).
> 
>>
>> 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.
> 
> 
Yes, they are. No cause of any error, as Windows handles the file
management.

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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:33:10
Message: <597bd7c6$1@news.povray.org>
On 27.07.2017 05:14, clipka wrote:
> 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 tha
t
>>> 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 he
re.
> 
Clipka, you shot the bird!

Okay, everyone: I herewith declare myself as a big fool!
I use POV-Ray for soooo many years, since around 1990 or so, and can you
believe it I just oversaw all the time of posting here, that I used:
QUALITY = 6
And did not even think about checking for the Q setting!!!!!
SHAME ON ME! I wasted so much of your all valuable time! But at least,
one more time the POV-Ray community has proven its great pioneer-alike
spirit! I owe you all my big thanks!

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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:34:31
Message: <597bd817@news.povray.org>
On 27.07.2017 05:14, clipka wrote:
> 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 tha
t
>>> 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 he
re.
> 



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From: Sven Littkowski
Subject: Re: QUESTION: Bump not showing?
Date: 28 Jul 2017 20:37:22
Message: <597bd8c2@news.povray.org>
Clipka, you shot the bird!

Okay, everyone: I herewith declare myself as a big fool!
I use POV-Ray for soooo many years, since around 1990 or so, and can you
believe it I just oversaw all the time of posting here, that I used:
QUALITY = 6
And did not even think about checking for the Q setting!!!!!
SHAME ON ME! I wasted so much of your all valuable time! But at least,
one more time the POV-Ray community has proven its great pioneer-alike
spirit! I owe you all my big thanks!


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