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13 Nov 2024 03:46:33 EST (-0500)
  Wood Texture Advice (Message 1 to 5 of 5)  
From: Loki
Subject: Wood Texture Advice
Date: 9 Dec 2004 12:15:00
Message: <web.41b8871e5b3011fd6c47ab10@news.povray.org>
I'm trying to create a wooden floor.  Sounds easy, but from a self-education
point of view I'd like to do the texturing from scratch.  Wondering if
anyone has any tips on this.  Here's an image of the texture as I have it
at the moment. (forgive the 'reflective ball and checkered plane' approach,
the cliche is intentional!)  Can anyone suggest anything to make this more
realistic looking?  It is very simple currently, using just a single layer
of a wood pigment.  The only trick I've used is that I've made a macro to
produce a kind of scale-free turbulence using multiple warps at different
scales, because I figure wood, being a natural thing, has a kind of
scale-free fractal structure to it.  Parts of it work pretty well I think,
but then other bits don't.  Advice?

L
-


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From: Andy Cocker
Subject: Re: Wood Texture Advice
Date: 9 Dec 2004 13:16:46
Message: <41b8968e@news.povray.org>
That's a great wood texture. The first and only piece of advice I'd give is to texture
each
floor board individually, applying a translation of the texture for each board.
Currently, I
can tell that you've textured the whole floor 'union' in one go... the grain of one
board
flows perfectly into another board, which would be extremely unlikely to happen in
reality.

Andy Cocker

"Loki" <nomail@nomail> wrote in message
news:web.41b8871e5b3011fd6c47ab10@news.povray.org...
> I'm trying to create a wooden floor.  Sounds easy, but from a self-education
> point of view I'd like to do the texturing from scratch.  Wondering if
> anyone has any tips on this.  Here's an image of the texture as I have it
> at the moment. (forgive the 'reflective ball and checkered plane' approach,
> the cliche is intentional!)  Can anyone suggest anything to make this more
> realistic looking?  It is very simple currently, using just a single layer
> of a wood pigment.  The only trick I've used is that I've made a macro to
> produce a kind of scale-free turbulence using multiple warps at different
> scales, because I figure wood, being a natural thing, has a kind of
> scale-free fractal structure to it.  Parts of it work pretty well I think,
> but then other bits don't.  Advice?
>
> L
> -
>


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From: Loki
Subject: Re: Wood Texture Advice
Date: 9 Dec 2004 13:30:00
Message: <web.41b899954a8b8951d6c47ab10@news.povray.org>
"Andy Cocker" <mai### [at] andrewcockercouk> wrote:
> That's a great wood texture. The first and only piece of advice I'd give is to
texture each
> floor board individually, applying a translation of the texture for each board.
Currently, I
> can tell that you've textured the whole floor 'union' in one go... the grain of one
board
> flows perfectly into another board, which would be extremely unlikely to happen in
reality.
>
> Andy Cocker

Yeah I didn't bother texturing the panels individually just to test the
texture.  I would do so in a proper scene.

L
-


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From: gonzo
Subject: Re: Wood Texture Advice
Date: 9 Dec 2004 20:05:01
Message: <web.41b8f6164a8b8951a0c272b50@news.povray.org>
"Loki" <nomail@nomail> wrote:
> Parts of it work pretty well I think,
> but then other bits don't.  Advice?

The grain itself looks great, but IMO it doesn't match the finish.  The
reflective (i.e. lacquered) finish I would expect to see on a tighter
grained hardwood.  The large grain you have I would expect to see on a
rough cut, maybe a fence or unfinished deck.


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From: Jacquier Marc
Subject: Re: Wood Texture Advice
Date: 10 Dec 2004 04:30:22
Message: <41b96cae@news.povray.org>

news:web.41b8871e5b3011fd6c47ab10@news.povray.org..

I agree with Andy about the pigment translation advice
About the finish, I'd use an IOR and a fresnel variable reflection with
conserve_energy : it substracts reflected light from diffuse and
transmitted. Think it as a thin layer of transparent wax.

Marc


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