POV-Ray : Newsgroups : povray.binaries.images : Clothed in light. Server Time
4 May 2024 23:13:12 EDT (-0400)
  Clothed in light. (Message 26 to 35 of 35)  
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From: dick balaska
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 00:00:47
Message: <5a0e6cff$1@news.povray.org>
Am 11/16/2017 03:59 PM, also sprach Stephen:
> On 16/11/2017 19:18, Fractracer wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>
>> Nice. In the back mirror the wings seems to appear under the hairs...
>> How did you make this red hair? Meshes?
>>
> 
> Yes a standard Poser hair mesh. It takes no account of intersecting with 
> other meshes,
> 

That hair looks phenomenal from a distance. I thought you had 
photoshopped it in for a second. ;)

-- 
dik


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From: Thomas de Groot
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 02:54:00
Message: <5a0e9598@news.povray.org>
On 16-11-2017 13:31, Thomas de Groot wrote:
> On 16-11-2017 11:24, Stephen wrote:
>> On 16/11/2017 02:23, Bald Eagle wrote:
>>> Enhancements:
> [snip]
>>> I'm sure some of us have some slightly richer looking wood floor 
>>> macros lying
>>> about. ;)
>>>
>> As I implied to Thomas. The studio is a very old scene. At least ten 
>> years old if I made it in Moray. So any contributions are welcome. :-)
> 
> I have a macro, modified from work by Dan Hentschel in 2004. I shall put 
> it in p.b.utilities.
> 

This is what it does.


-- 
Thomas


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Attachments:
Download 'dh_woodfloor_2.png' (495 KB)

Preview of image 'dh_woodfloor_2.png'
dh_woodfloor_2.png


 

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 05:43:57
Message: <5a0ebd6d$1@news.povray.org>
On 17/11/2017 07:53, Thomas de Groot wrote:
> On 16-11-2017 13:31, Thomas de Groot wrote:
>> On 16-11-2017 11:24, Stephen wrote:
>>> On 16/11/2017 02:23, Bald Eagle wrote:
>>>> Enhancements:
>> [snip]
>>>> I'm sure some of us have some slightly richer looking wood floor 
>>>> macros lying
>>>> about. ;)
>>>>
>>> As I implied to Thomas. The studio is a very old scene. At least ten 
>>> years old if I made it in Moray. So any contributions are welcome. :-)
>>
>> I have a macro, modified from work by Dan Hentschel in 2004. I shall 
>> put it in p.b.utilities.
>>
> 
> This is what it does.
> 
> 

That looks good.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 05:56:58
Message: <5a0ec07a$1@news.povray.org>
On 16/11/2017 22:48, Kenneth wrote:
>>
>>>>> Is there a way to light the room with HDRI?
>>>>> Maybe just surround the room with one and add no_shadow?
>>>>
>>>> I'm not too keen on that idea. I don't think it would work with three
>>>> walls of mirrors.
>>>
>>> I think you miss my point -
>>> I was thinking about using the HDR _only_ as a light source - the
>>> image wouldn't be visible in the scene at all (unless you had windows).
>>
>> I still don't see it for an inside scene. Not going from the HDR images
>> I've seen. But if you can find what looks like a suitable one. I'll give
>> it a go.
>>
> 
> Clipka wrote...
>> HDRI illumination is just a poor man's substitute for a proper scene. So
>> if you already have a complete room, there's no point in using HDRI for
>> illumination. (As a matter of fact it would be counter-productive, as it
>> would illuminate the objects in a way that wouldn't match the scenes.)
> 
> I'm still a virgin when it comes to trying out HDRI... but Clipka's comments
> raise some questions for me (or else/maybe they clarify something that I've
> always wondered about.)
> 
> My assumption of HDRI has always been that it's basically meant to take the
> place of scene lights-- and that it's *most* useful for Sun-lit scenes-- i.e., a
> light probe image with the Sun actually visible. (OR, something like an indoor
> light probe with several candles as the only illumination.) And that the
> rendered scene uses the MUCH-brighter Sun (or small candle flames) *as* the
> *distinct* light source(s)-- those sources naturally casting scene-object
> shadows as if they are actual bright lights-- and with the rest of the light
> probe image functioning more or less as a straight environnment map, for the
> remaining soft lighting. (Like typical radiosity results when using a
> low-dynamic range image on a large sphere.) In other words, the only real reason
> for an HDRI light probe would be for its VERY bright lights, relative to the
> rest of its image.
> 
> That's my own naive understanding, anyway.
> 

Mine too.

> For an enclosed room like the dance hall, it seems to me that a typical LDR
> image-plus-radiosity would give equally realistic results (unless the room
> contained a SUPER-bright light somewhere.)
> 
> 
 From what I've seen of studios. They are either at the top of a 
building with large windows and maybe two mirrored walls. Or have no 
windows and rely totally on artificial light. Giving a even a light as 
possible.
I don't think it would work in this scene. But if you find one that 
could be appropriate. I'll run it overnight.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 06:09:39
Message: <5a0ec373$1@news.povray.org>
On 17/11/2017 05:00, dick balaska wrote:
> Am 11/16/2017 03:59 PM, also sprach Stephen:
>> On 16/11/2017 19:18, Fractracer wrote:
>>> Stephen <mca### [at] aolcom> wrote:
>>>
>>> Nice. In the back mirror the wings seems to appear under the hairs...
>>> How did you make this red hair? Meshes?
>>>
>>
>> Yes a standard Poser hair mesh. It takes no account of intersecting 
>> with other meshes,
>>
> 
> That hair looks phenomenal from a distance. I thought you had 
> photoshopped it in for a second. ;)
> 

Yes it does look good. It is a Poser character called Amarseda Hair. I 
had to use extreme settings to get it to go back with as few 
intersections as possible.
There were several girls in my school with hair that colour. Their 
tempers were about the same. ;-)


-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:00:01
Message: <web.5a0edc2e96756879c437ac910@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> > > I'm sure some of us have some slightly richer looking wood floor macros lying
> > > about. ;)
> > >
> > As I implied to Thomas. The studio is a very old scene. At least ten
> > years old if I made it in Moray. So any contributions are welcome. :-)
>
> I'll see what I can isolate from the Secret Passage scene.
> You'd think there would be a well developed wood floor macro or include file -
> and having had to write the code to make an acceptable wood floor, I can see why
> there might not be one.


This probably needs to be prettied up to make it generally useful, but see how
this works.   (you may have to translate the floor -y*16*12)


// Planked Hardwood Floor with borders
// Bill Walker "Bald Eagle"  2014
// Some textures based on code supplied by Thomas deGroot
// and Nicolas Rougier
//
http://news.povray.org/povray.binaries.images/message/%3C54367691%241%40news.povray.org%3E/#%3C54367691%241%40news.povr
ay.org%3E

//--------------------------------------------------------------------------
#version 3.7;

//##########################################################################
//######################## CONTROL PANEL SETTINGS ##########################
//##########################################################################


//##########################################################################
//##########################################################################
global_settings{
 assumed_gamma 1.0
 ambient_light rgb 0
 max_trace_level 7
 #if (Radiosity)
  radiosity {
   pretrace_start 1 //  0.08
   pretrace_end   1 //  0.04  //  0.01
   count 35    //  150
   nearest_count 5   //  10
   error_bound 1.8  //  0.5
   recursion_limit 2
   low_error_factor 0.5
   gray_threshold 0.0
   minimum_reuse 0.015   //  0.005
   maximum_reuse 0.2
   brightness 1
   adc_bailout 0.01    //  0.005
  }  // end radiosity block
 #else
 #end
  }// end global settings


#include "colors.inc"
#include "functions.inc"
#include "math.inc"
#include "metals.inc"
#include "rand.inc"
//#include "screen.inc"  //  perspective camera only
#include "shapes.inc"
#include "shapes2.inc"
#include "textures.inc"
#include "transforms.inc"
#include "woods.inc"

#declare Feet = 12;


  #declare Camera_Position = < -1.5*Feet, (18+6)*Feet,  -9*Feet> ;  // front
view
  #declare Camera_Look_At  = <  2*Feet,  16 *  Feet,  18*Feet> ;
  #declare Camera_Angle    =  65 ;

 camera {
  location Camera_Position
         right    x*image_width/image_height
         angle    Camera_Angle
         look_at  Camera_Look_At
  }

light_source {<1500, 750, -200> color rgb <1, 0.8, 0>*5}  //  Sun

 light_source {<0*Feet, 25*Feet, 4*Feet> color rgb <1, 1, 1>*0.3}

#declare PlankNormal = normal { gradient x 2
    slope_map {
     [0.00 <0, 1>]
     [0.05 <1, 0>]
     [0.95 <1, 0>]
     [1.00 <0,-1>]
     }
    scale 2
    };

#declare Tone = 1;
#declare YRotate = 0;

#declare DarkWood= rgb <71, 35, 1>;

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

/*
#declare OakFloor = texture {
   pigment {bozo scale <1, 1, 10>
   color_map {
   //[0.4 rgb <0.9, 0.7, 0.4> * Tone]
   //[0.6 rgb <1.0, 0.8, 0.6> * Tone]
   [0.0 rgb <121/255,  52/255, 13/255> * Tone]
   [0.2 rgb <142/255,  73/255, 18/255> * Tone]
   [0.4 rgb <184/255, 115/255, 48/255> * Tone]

   [0.6 rgb <157/255,  81/255, 23/255> * Tone]
   [0.8 rgb <108/255,  45/255,  4/255> * Tone]
   [1.0 rgb <156/255,  72/255, 26/255> * Tone]
   }
  turbulence 0.5
  scale <1, 1, 10> * 0.5
  rotate y*YRotate
  }
 normal {
  average normal_map {
     [1 PlankNormal]
     [1 wood 0.5
      slope_map {
      [0.0 <0.0, 0>]
      [0.5 <0.5, 1>]
      [1.0 <1.0, 0>]
      }  // end slope map
     turbulence 0.5 scale <1, 1, 10> * 0.5]
    }  // end normal map
    rotate y * YRotate
  }  // end normal
   finish { specular 0.2 reflection 0.1 }  //  finish { specular 0.5 reflection
0.2 }
 }  // end texture
*/

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

#declare Tone = <1.2, 1.2, 0.3>;
#declare OakFloor =
texture {
    pigment {
     wood
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone]
       [0.2 srgb <142,  73, 18>/255 * Tone]
       [0.4 srgb <184, 115, 48>/255 * Tone]
       [0.6 srgb <157,  81, 23>/255 * Tone]
       [0.8 srgb <108,  45,  4>/255 * Tone]
       [1.0 srgb <156,  72, 26>/255 * Tone]
     }
     warp {turbulence <0.6, 0.1, 0.1>}
     scale <1, 1, 10>*0.5
     scale 0.3
     rotate 1*x
     rotate y*10
   }
}

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

//============= NR_Wood (2003) =============
#declare NR_wood_grain =
pigment {
   wood
   warp {cylindrical orientation y dist_exp 1}
   warp {turbulence 1.25}
   scale <0.5, 30, 1>
   warp {turbulence 0.25}
   scale <1, 10, 1>
   warp {
     black_hole <0, 0.5, 0>, 1
     falloff 2
     strength 1.5
     repeat 7
     turbulence 2
     inverse
   }
}

#declare NR_wood_normal =
function {
   pigment {
     wood
     warp {cylindrical orientation y dist_exp 1}
     warp {turbulence 1.25}
     scale <0.5, 30, 1>
     warp {turbulence 0.25}
     scale <1, 5, 1>
     color_map {[0 rgb <0, 0, 0>] [1 rgb <1, 1, 1>]}
   }
}

#declare NR_woodmap =
color_map {
     [0.00 srgb <0.949, 0.792, 0.514 >]
     [0.30 srgb <0.855, 0.651, 0.376 >]
     [0.60 srgb <0.831, 0.596, 0.275 >]
     [0.90 srgb <0.620, 0.447, 0.204 >]
}

#declare Tone = <1.2, 1.2, 0.3>;
#declare NR_woodmap2 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone]
       [0.1 srgb <142,  73, 18>/255 * Tone]
       [0.3 srgb <184, 115, 48>/255 * Tone]
       [0.8 srgb <157,  81, 23>/255 * Tone]
       //[0.8 srgb <108,  45,  4>/255 * Tone]
       [1.0 srgb <156,  72, 26>/255 * Tone]
     }

#declare Tone2 = Tone * 1.05;
#declare NR_woodmap3 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone2]
       [0.1 srgb <142,  73, 18>/255 * Tone2]
       [0.3 srgb <184, 115, 48>/255 * Tone2]
       [0.8 srgb <157,  81, 23>/255 * Tone2]
       //[0.8 srgb <108,  45,  4>/255 * Tone2]
       [1.0 srgb <156,  72, 26>/255 * Tone2]
     }

#declare Tone3 = Tone * 0.95;
#declare NR_woodmap4 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone3]
       [0.1 srgb <142,  73, 18>/255 * Tone3]
       [0.3 srgb <184, 115, 48>/255 * Tone3]
       [0.8 srgb <157,  81, 23>/255 * Tone3]
       //[0.8 srgb <108,  45,  4>/255 * Tone3]
       [1.0 srgb <156,  72, 26>/255 * Tone3]
     }

#declare FloorNormal = 0.8;

#declare NR_Wood =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap2}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}

#declare NR_Wood2 =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap3}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}

#declare NR_Wood3 =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap4}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

//#declare OakFloor = texture {NR_Wood scale 1 rotate <90, 0, 0>};

#declare HalfWidth    =  19.0;
#declare MortarScale  =  0.99;  //  0.995;
#declare TunnelRadius =  1.5;
#declare RoomWidth    =  9.0;
#declare PlankScale   =  1.78;

//|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
||

#declare FloorBorder =
union {
 #declare BorderSize = 2;
 //Left
 box {<-(RoomWidth*Feet)+0, -0.1, -9*Feet>, <-(RoomWidth*Feet)+(2*BorderSize),
2.0, 18*Feet> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+(2*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(6*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52,
13>/255 * Tone3}}//texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}

 #declare BlockRow = -(9*Feet);
 #declare Alternate = 1;
 #while (BlockRow < (18*Feet))
  #if (Alternate > 0)
   box {<-(RoomWidth*Feet)+(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<-(RoomWidth*Feet)+(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood
scale 1 rotate <90, 90, 0>}}
  #else
   box {<-(RoomWidth*Feet)+(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<-(RoomWidth*Feet)+(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood2
scale 1 rotate <90, 90, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<-(RoomWidth*Feet)+(6.0*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(7.5*BorderSize), 2.0, 18*Feet> texture {NR_Wood2 scale 1
rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+(7.5*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(8.0*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52,
13>/255 * Tone3}}

 // Right
 box {<(RoomWidth*Feet)-0, -0.1, -9*Feet>, <(RoomWidth*Feet)-(2*BorderSize),
2.0, 18*Feet> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<(RoomWidth*Feet)-(2*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(6*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52, 13>/255
* Tone3}}//texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}

 #declare BlockRow = -(9*Feet);
 #declare Alternate = 1;
 #while (BlockRow < (18*Feet))
  #if (Alternate > 0)
   box {<(RoomWidth*Feet)-(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<(RoomWidth*Feet)-(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood
scale 1 rotate <90, 90, 0>}}
  #else
   box {<(RoomWidth*Feet)-(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<(RoomWidth*Feet)-(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood2
scale 1 rotate <90, 90, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<(RoomWidth*Feet)-(6*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(7.5*BorderSize), 2.0, 18*Feet> texture {NR_Wood2 scale 1
rotate <90, 0, 0>}}
 box {<(RoomWidth*Feet)-(7.5*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(8*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52, 13>/255
* Tone3}}

 //--------------------------------------------------------------------------------------------------------------------
-----------------------------------
 // Back
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-0>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(2*BorderSize)> texture {NR_Wood2 scale 1
rotate <90, 90, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(2*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(6*BorderSize)> pigment {srgb <121,  52,
13>/255 * Tone3}}
 #declare BlockRow = -(RoomWidth*Feet)+12;
 #declare Alternate = 1;
 #while (BlockRow < (RoomWidth*Feet)-12)
  #if (Alternate > 0)
   box {<BlockRow+0.25, -0.1, 18*Feet-(2*BorderSize+0.25)>, <BlockRow+1.75, 2.1,
18*Feet-(6*BorderSize)-0.25> texture {NR_Wood  scale 1 rotate <90, 0, 0>}}
  #else
   box {<BlockRow+0.25, -0.1, 18*Feet-(2*BorderSize+0.25)>, <BlockRow+1.75, 2.1,
18*Feet-(6*BorderSize)-0.25> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(6.0*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(7.5*BorderSize)> texture {NR_Wood2 scale 1
rotate <90, 90, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(7.5*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(8*BorderSize)> pigment {srgb <121,  52,
13>/255 * Tone3}}

 // Front
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+0>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+4> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+4>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+8> texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+8>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+12> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}

 translate y*18*Feet
}  // end union


//  Wood Floor building loop
#debug "Building Floor \n"

#declare BL   = seed (113);
#declare Rx   = seed (356);
#declare Ry   = seed (876);
#declare Rz   = seed (159);
#declare Flip = seed (542);
#declare Offset = 10*Feet;

#declare Floor =
union {
 #declare Row = -RoomWidth*Feet;
 #while (Row < RoomWidth*Feet)
  #debug concat("Building Row#", str(Row, 3, 0), " \n")
  //#debug concat("Center: <" vstr (3, Middle, ", ", 0, 1), ">, Radius:",
str(Radius, 3, 4), " \n")
  #declare OverallLength = 0;
  #declare BoardNo = 1;
  #while (OverallLength < 27)
   #declare RotY = SRand(BL)*5;
   #declare Randx = rand(Rx) * Offset;
   #declare Randy = rand(Ry) * Offset;
   #declare Randz = rand(Rz) * Offset;
   #declare BoardLength = (int(rand (BL)*4)+1)*3;
   #if (rand (Flip) > 0.5)
    #declare Amt = 180;
   #else
    #declare Amt = 0;
   #end

   #if (rand (Flip) < 0.3)
    #declare OakFloor = texture {NR_Wood scale 1 rotate <90, 0, 0>};
   #elseif (rand (Flip) > 0.6)
    #declare OakFloor = texture {NR_Wood2 scale 1 rotate <90, 0, 0>};
   #else
    #declare OakFloor = texture {NR_Wood3 scale 1 rotate <90, 0, 0>};
   #end

   #debug concat("Board#", str(BoardNo, 3, 0)," | Rotation:", str(Amt+RotY, 3,
0), " | Overall:", str(OverallLength, 3, 0)," \n")
   #declare FloorPlank = box {<Row, 0, (OverallLength-9)*Feet>, <Row+4 -
(rand(Rx)*(1/4)), 1.99, ((OverallLength-9+BoardLength)*Feet) -
(rand(Rz)*(1/8))>}
   object {FloorPlank texture {OakFloor rotate y*RotY translate <Randx, Randy,
Randz>} }
   #declare OverallLength = OverallLength + BoardLength;
   #declare BoardNo = BoardNo + 1;
  #end
 #declare Row = Row + 4;
 #end
 box {<-RoomWidth*Feet, (18*Feet), -9*Feet>, <RoomWidth*Feet, (18*Feet)+1.99,
18*Feet>
  texture {OakFloor} texture {pigment {rgbt <0, 0, 0, 0.4>}} }  //  Dark cracks
between floorboards

}  // end union




object {Floor translate y*18*Feet}

object {FloorBorder}


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:48:00
Message: <5a0ee890$1@news.povray.org>
On 17/11/2017 12:55, Bald Eagle wrote:
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)

Thanks, that looks good. I'll need to modify it a bit as B3D doesn't 
handle functions. But that shouldn't be too hard.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:52:58
Message: <5a0ee9ba@news.povray.org>
On 16/11/2017 10:24, Stephen wrote:
> * I have no idea why in this image the wings and clothes did not show. 
> With the render time they should have been there.


Oops! the camera was inside the media container.

This is what it was meant to be like. After taking two hours with no AA 
nor mirrors. I am posting it. ;-)



-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Not Clothed in light. So partial nudity
Date: 18 Nov 2017 03:12:55
Message: <5a0feb87$1@news.povray.org>
On 17-11-2017 13:55, Bald Eagle wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> 
>>>> I'm sure some of us have some slightly richer looking wood floor macros lying
>>>> about. ;)
>>>>
>>> As I implied to Thomas. The studio is a very old scene. At least ten
>>> years old if I made it in Moray. So any contributions are welcome. :-)
>>
>> I'll see what I can isolate from the Secret Passage scene.
>> You'd think there would be a well developed wood floor macro or include file -
>> and having had to write the code to make an acceptable wood floor, I can see why
>> there might not be one.
> 
> 
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)
> 
> 
> // Planked Hardwood Floor with borders
> // Bill Walker "Bald Eagle"  2014
> // Some textures based on code supplied by Thomas deGroot
> // and Nicolas Rougier
> //

So. I /totally/ forgot about this :-O

Well done indeed. I need to update some of my files I believe ;-)

-- 
Thomas


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 19 Nov 2017 02:57:15
Message: <5a11395b@news.povray.org>
On 17/11/2017 12:55, Bald Eagle wrote:
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)

I managed to look at your code.
I worked my way through it correcting the wrap text/CR-LF errors, 
created by T/Bird. Then I substituted the Normals with their fancy 
Functions. (B3D cannot handle Functions.)
When I imported the macro into B3D it showed that the scaling of the 
studio is all to cock. So I will need to rebuild it before I can use 
your macro. That is a shame as the border looks good. For simplicity 
I've "borrowed" Warp's code from his "4 tips" tutorial and I've changed 
the scale of the model to make it fit in better with the furniture and 
props. So this will be the last image in this test.



-- 

Regards
     Stephen


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