POV-Ray : Newsgroups : povray.binaries.images : INVITATION: Join the Mississippi Paddle-Wheel Steamer! Server Time
5 May 2024 15:40:20 EDT (-0400)
  INVITATION: Join the Mississippi Paddle-Wheel Steamer! (Message 54 to 63 of 73)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 02:02:41
Message: <5acef681@news.povray.org>
UPDATE

Still working on the textures, and correcting errors as I discover them.
making a good and steady progress, but the days are too short...


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


Post a reply to this message


Attachments:
Download 'sl - mississippi paddle-wheel steamer - midships - 02.jpg' (1287 KB) Download 'sl - mississippi paddle-wheel steamer - perch - 02.jpg' (733 KB)

Preview of image 'sl - mississippi paddle-wheel steamer - midships - 02.jpg'
sl - mississippi paddle-wheel steamer - midships - 02.jpg

Preview of image 'sl - mississippi paddle-wheel steamer - perch - 02.jpg'
sl - mississippi paddle-wheel steamer - perch - 02.jpg


 

From: Stephen
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 02:45:19
Message: <5acf007f@news.povray.org>
On 12/04/2018 07:02, Sven Littkowski wrote:
> UPDATE
> 
> Still working on the textures, and correcting errors as I discover them.
> making a good and steady progress, but the days are too short...
> 
>

Sorry for the criticism, Sven. The planks of wood look as they have been 
cut across the grain. Mostly, the grain should run along the length of 
the plank.


-- 

Regards
     Stephen


Post a reply to this message

From: Bald Eagle
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 10:10:00
Message: <web.5acf67ee2c27e340c437ac910@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Sorry for the criticism, Sven. The planks of wood look as they have been
> cut across the grain. Mostly, the grain should run along the length of
> the plank.

> Regards
>      Stephen

Right.  I don't think he's going to mind that sort of constructive criticism -
so no need to be sorry   :)

I was going to point that out as well, and say that the contrasts in the wood
grain and the surface normals need to be much more pronounced.  Especially on
the cut ends.

Start with a wood pattern, figure out its orientation, and align your plank with
that.
Then you can translate around in that texture-space to vary the wood grain from
plank to plank.  Then you can place that plank in its final location.

It's likely you're going to want certain features in your end product - wisps of
wood sticking up along the corners of rough-sawn lumber, tool marks, wear, dirt,
gouges and tool-marks, nails, pegs, wear from traffic, etc.

I'd say that if you're going to carry all of that through, you're quickly going
to realize that creating and placing all of that by hand for each plank is
impossible - and so you're going to need macros to do that.

Then you may need to overlay the floor as a whole with a mask of some sort to
apply dirt, hay, wear marks, changes in normals and reflectivity, etc.

I'd do those experiments in a small test scene to make it easier to see what
happens up close, keep render times down, and speed up your development.

It's a lot to work on, but if you modularize it so that you can make small
piece-wise changes, it will be manageable.


Post a reply to this message

From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 11:07:37
Message: <5acf7639$1@news.povray.org>
I agree fully. I am still in the process to adjust the texture details.

And I welcome critical opinions, no need to apologize formally.   :-)

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


Post a reply to this message

From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 11:16:57
Message: <5acf7869@news.povray.org>
Yes, all of what you are stating, is true - and already in progress. Hay
- I started to work on a WHILE that places thin yellow cylinders in the
rectangular area of the perch.

My main concern right now, however, is to get the textures right. The
grain visibility of the brown and yellow painted woods is how I want it,
but the directions cause me headache. I might have to develop a texture
for each direction, lots of rewriting. At the moment, the texture is
TRANSLATED randomly to avoid repeating patterns.

Another thing I really want to do is to apply some nice surface
reflections to the lumber, like those you see in these two attached,
wonderful images that are the result of other POV-Ray artists. A
challenge is that since I use a RANDOM TRANSLATE for the wood grain, I
need to apply the same values for the TRANSLATE inside the FINISH
statement. Lots of rewriting...

The deck texture is going to be a real hardship. I want to use a
modified BRICK pattern, where a wood texture is replacing the red brick
texture. That's the easy part and done already. But I also need to find
a way, to randomly TRANSLATE each texture INSIDE each brick to avoid
that the grain continues from brick field to brick field. That's my
challenge now. I opened already, days ago, another thread where I was
talking about this challenge.


---

http://www.avg.com


Post a reply to this message


Attachments:
Download '0007.jpg' (135 KB) Download 'unnamed.jpg' (111 KB)

Preview of image '0007.jpg'
0007.jpg

Preview of image 'unnamed.jpg'
unnamed.jpg


 

From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 11:54:33
Message: <5acf8139$1@news.povray.org>
MACRO Question:

I can declare a double texture this way:

#declare MyTexture =
 texture { Texture1 }
 texture { Texture2 }
;

But a similar construct seems to be impossible as macro. I tried
successless this:

#macro MyTexture(SomeParameter)
 texture { Texture1 }
 texture { Texture2 }
#end

Is there any way to create a macro with a double texture?

---

http://www.avg.com


Post a reply to this message

From: Bald Eagle
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 13:05:00
Message: <web.5acf91072c27e340c437ac910@news.povray.org>
> Is there any way to create a macro with a double texture?

Yes.

> #macro MyTexture(SomeParameter)
> #declare MyTexture =
>  texture { Texture1 }
>  texture { Texture2 }
> #end


The macro is just a "wrapper" when you invoke a macro, it's just a directive to
tell the POV-Ray parser "and now use the following bit of code [using the
supplied parameters, if any]:"


Post a reply to this message

From: Alain
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 14:03:04
Message: <5acf9f58@news.povray.org>

> Yes, all of what you are stating, is true - and already in progress. Hay
> - I started to work on a WHILE that places thin yellow cylinders in the
> rectangular area of the perch.
> 
> My main concern right now, however, is to get the textures right. The
> grain visibility of the brown and yellow painted woods is how I want it,
> but the directions cause me headache. I might have to develop a texture
> for each direction, lots of rewriting. At the moment, the texture is
> TRANSLATED randomly to avoid repeating patterns.
> 
> Another thing I really want to do is to apply some nice surface
> reflections to the lumber, like those you see in these two attached,
> wonderful images that are the result of other POV-Ray artists. A
> challenge is that since I use a RANDOM TRANSLATE for the wood grain, I
> need to apply the same values for the TRANSLATE inside the FINISH
> statement. Lots of rewriting...
> 
> The deck texture is going to be a real hardship. I want to use a
> modified BRICK pattern, where a wood texture is replacing the red brick
> texture. That's the easy part and done already. But I also need to find
> a way, to randomly TRANSLATE each texture INSIDE each brick to avoid
> that the grain continues from brick field to brick field. That's my
> challenge now. I opened already, days ago, another thread where I was
> talking about this challenge.
> 
> 
> ---

> http://www.avg.com
> 

The first use isosurfaces for each plank.
Here is the code for the planks (not mine):
/* --------------------------
IRTC Entry fractals: 0007
WWW:
Title: Oops, I dropped it on the floor!
Author: Juha Nieminen
   Since I'm not artistically very talented nor I know too much about 
making fractals,
   I resorted to a cheap trick: Photorealism (or sort of). Perhaps that 
will give me a vote or two... :)
   The object itself is naturally a (3D slice of a) 4D julia fractal. 
Nothing unconventional per se,
   and not really fancy in itself, but when used in a proper scene with 
some photorealistic effects
   (lighting, floor shape and texture, focal blur) it looks like a cool 
mole of metal.
---------------------------*/

union
{ #declare Seed = seed(0);
   #declare Ind = -1;
   #while(Ind < 16)
     object { Plank translate<-8+2*Ind, 0, -10*rand(Seed)> }
     #declare Ind = Ind+1;
   #end
   texture// Base wood texture
   { pigment
     { wood color_map
       { [0 rgb <.8,.5,.3>][.5 rgb <.7,.45,.2>][1 rgb <.65,.4,.2>]
       }
       turbulence .5
       scale <1,1,10>
     }
     finish { specular albedo .8 reflection { 1 fresnel } }
     normal
     { average normal_map
       { [1 bumps .4 scale <.1, .1, 1>]
         [1 dents 1 scale .1]
       }
     }
   }
   texture// Weathering and dirt texture
   { pigment
     { bozo color_map
       { [0 rgb 0 transmit .5]
         [.5 rgbt 1]
       }
       scale 5
       warp { turbulence 2 }
       scale 1/5
     }
   }interior{ior 1.7}
   translate z*(rand(Seed)-rand(Seed))*10
}


Post a reply to this message

From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 12 Apr 2018 16:10:22
Message: <5acfbd2e$1@news.povray.org>
Yes, I think, i get that. But even so, I am not yet figuring out how to
use it properly with two textures. I wonder even, if I need to declare a
texture as seen with the other example, inside the macro.

---

http://www.avg.com


Post a reply to this message

From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 14 Apr 2018 22:45:24
Message: <5ad2bcc4@news.povray.org>
Still not succeeding with the texture macro (while I know how to use
macros for other things). Here is, what I have. Doesn't work the one or
other way.


#macro MyYellowSimpleDir(MyOrientation)
 #if(MyOrientation="X")
//  #declare MyYellowSimple =
   texture { MyYellowWood rotate < 00.0, 00.0, 90.0 > rotate < 00.0,
00.0, 00.0 > }
   texture { MyYellowSimple }
//  ;
 #elseif(MyOrientation="Y")
//  #declare MyYellowSimple =
   texture { MyYellowWood rotate < 0.0, 0.0, 00.0 > rotate < 00.0, 00.0,
00.0 > }
   texture { MyYellowSimple }
//  ;
 #elseif(MyOrientation="Z")
//  #declare MyYellowSimple =
   texture { MyYellowWood rotate < 0.0, 0.0, 90.0 > rotate < 00.0, 00.0,
00.0 > }
   texture { MyYellowSimple }
//  ;
 #end
#end

---

http://www.avg.com


Post a reply to this message

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

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