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On 1/19/21 2:51 AM, Thomas de Groot wrote:
> I use a pigment_pattern controlling several image_maps of stony grounds.
> The pigment_pattern itself is also a stony ground image_map. Then
> uv_mapped on a mesh, but an appropriate height_field would also do.
i've not used p_p before... how 'bout a code frag for a feeble old mind
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Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>> I use a pigment_pattern controlling several image_maps of stony
>> grounds. The pigment_pattern itself is also a stony ground image_map.
>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>
> i've not used p_p before... how 'bout a code frag for a feeble old mind
>
Of course. No problem. Please find an .inc file in p.b.scene-files under
the subject "Tatoine ground". Note that the code was primarily generated
by Poseray; I then built the final code from that, which means that you
may find some redundant code that can be avoided by the purist (I was lazy).
--
Thomas
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Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>> I use a pigment_pattern controlling several image_maps of stony
>> grounds. The pigment_pattern itself is also a stony ground image_map.
>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>
> i've not used p_p before... how 'bout a code frag for a feeble old mind
>
Let me just lift a little tip of the concealing veil :-) This is how the
final pattern looks like (with addition of some scattered stones).
--
Thomas
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Attachments:
Download 'a quiet lane_test.jpg' (81 KB)
Preview of image 'a quiet lane_test.jpg'

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On 1/20/21 3:02 AM, Thomas de Groot wrote:
> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
>> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>>> I use a pigment_pattern controlling several image_maps of stony
>>> grounds. The pigment_pattern itself is also a stony ground image_map.
>>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>>
>> i've not used p_p before... how 'bout a code frag for a feeble old mind
>>
>
> Let me just lift a little tip of the concealing veil :-) This is how the
> final pattern looks like (with addition of some scattered stones).
>
nice... thank you sir
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Thomas de Groot <tho### [at] degroot org> wrote:
> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> > On 1/19/21 2:51 AM, Thomas de Groot wrote:
> >> I use a pigment_pattern controlling several image_maps of stony
> >> grounds. The pigment_pattern itself is also a stony ground image_map.
> >> Then uv_mapped on a mesh, but an appropriate height_field would also do.
> >
> > i've not used p_p before... how 'bout a code frag for a feeble old mind
> >
>
> Let me just lift a little tip of the concealing veil :-) This is how the
> final pattern looks like (with addition of some scattered stones).
>
> --
> Thomas
This looks yummy !
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Op 20/01/2021 om 22:56 schreef Mr:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
>>> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>>>> I use a pigment_pattern controlling several image_maps of stony
>>>> grounds. The pigment_pattern itself is also a stony ground image_map.
>>>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>>>
>>> i've not used p_p before... how 'bout a code frag for a feeble old mind
>>>
>>
>> Let me just lift a little tip of the concealing veil :-) This is how the
>> final pattern looks like (with addition of some scattered stones).
>>
>> --
>> Thomas
>
> This looks yummy !
>
;-)
--
Thomas
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I like it very much, especially the texture of the walls and the sky.
May I suggest some swirling sand in the atmosphere?
Ash Holsenback <no### [at] spam com> wrote:
> well... i've been watching the mandalorian. the very cool story boards
> in the end credits are very cool... inspired me to start roughing out a
> scene
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On 1/20/21 7:58 AM, Ash Holsenback wrote:
> On 1/20/21 3:02 AM, Thomas de Groot wrote:
>> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
>>> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>>>> I use a pigment_pattern controlling several image_maps of stony
>>>> grounds. The pigment_pattern itself is also a stony ground
>>>> image_map. Then uv_mapped on a mesh, but an appropriate height_field
>>>> would also do.
>>>
>>> i've not used p_p before... how 'bout a code frag for a feeble old mind
>>>
>>
>> Let me just lift a little tip of the concealing veil :-) This is how
>> the final pattern looks like (with addition of some scattered stones).
>>
>
> nice... thank you sir
hey thanks again thomas... took some playing but i finally got it. i
replaced the disc i was using as the ground with a mesh i made in
blender. pushed and pulled the surface in a couple of places then
smoothed. i have it now with a downward slope towards the camera
Post a reply to this message
Attachments:
Download 'tatooine.jpg' (183 KB)
Preview of image 'tatooine.jpg'

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On 1/21/21 7:08 AM, BayashiPascal wrote:
> I like it very much, especially the texture of the walls and the sky.
> May I suggest some swirling sand in the atmosphere?
good idea... this is going to be an abandoned camp so i think a couple
of jawa's here and there (scrounging) and some tumbleweeds too
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Thomas de Groot <tho### [at] degroot org> wrote:
> Let me just lift a little tip of the concealing veil :-) This is how the
> final pattern looks like (with addition of some scattered stones).
Wow, this looks really amazing Thomas!
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