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From: Alain
Subject: Re: diffuse map + specular map
Date: 11 Jan 2007 19:10:31
Message: <45a6d1f7@news.povray.org>
JSR nous apporta ses lumieres en ce 11-01-2007 07:09:
> Hi,
> I tried to create a floor with diffuse map + specular map with the source
> code:
>
Try randomysing the ends of the planks in your maps. In real life, you try to 
avoid any lining up like those you have. Also, when you buy wood for your 
hardwood floor, the individual planks do show some large variation in lenght. 
They can range from about a feet to some 12 feet in lenght!

-- 
Alain
-------------------------------------------------
Sometimes my love of the arcane combines with my askew humor to make me 
unintelligible!!


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From: Tom York
Subject: Re: diffuse map + specular map
Date: 12 Jan 2007 03:50:00
Message: <web.45a74b27f617fe167d55e4a40@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> I tried to create a floor with diffuse map + specular map with the source
> code:

To me, the specular map looks like it doesn't contain any particularly dark
areas,  so not all of the range of specular you've set will be used - the
edges of the boards will still be quite bright in specular. You might try
adjusting the contrast of the specular map in the paint package of your
choice. If you don't like the contrast in the result you can then adjust
the positions of the texture map entries in your code, without being
limited so much by the contrast of the specular map itself.

Tom


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From: Jellby
Subject: Re: diffuse map + specular map
Date: 13 Jan 2007 05:58:35
Message: <70lm74-f4q.ln1@badulaque.unex.es>
Among other things, Tom York saw fit to write:

> To me, the specular map looks like it doesn't contain any particularly
> dark
> areas,  so not all of the range of specular you've set will be used - the
> edges of the boards will still be quite bright in specular.

I agree. You should probably make the edges particularly dark in the
specular map, and maybe even a specific entry in the texture map for them.

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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From: JSR
Subject: Re: diffuse map + specular map
Date: 15 Jan 2007 09:50:01
Message: <web.45ab9351f617fe16d8ef73430@news.povray.org>
Thanks to everybody, but I can obtain the result I look for.
I post a challenge in povray.international.binaries

This is the code of my last attempt:

#declare mat_TEX_PARQUET11_pigment =
  pigment { image_map { jpeg "diffuse.jpg" } }

#declare mat_TEX_PARQUET11_normal =
  normal { uv_mapping bump_map { jpeg "bump.jpg" bump_size 2 } }

#declare mat_0_89_0_0_0_TEX_PARQUET11 =
  texture {
    uv_mapping pigment_pattern { image_map { jpeg "specular.jpg" } }

    texture_map {
      [0.0 pigment { mat_TEX_PARQUET11_pigment }
        normal { mat_TEX_PARQUET11_normal }
        finish { diffuse 0.9 specular 0.0 reflection {0.0 fresnel on } }
      ]
      [1.0 pigment { mat_TEX_PARQUET11_pigment }
        normal { mat_TEX_PARQUET11_normal }
        finish { diffuse 0.9 specular 1.0 reflection {0.1 fresnel on } }
      ]
   }
}


Thanks,

Joel.


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Attachments:
Download 'render.jpg' (274 KB)

Preview of image 'render.jpg'
render.jpg


 

From: Trevor G Quayle
Subject: Re: diffuse map + specular map
Date: 15 Jan 2007 11:15:01
Message: <web.45aba81ff617fe16c150d4c10@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> Thanks to everybody, but I can obtain the result I look for.
> I post a challenge in povray.international.binaries

Also note that the Arroway samples are of a lot lower resolution than the
actual pay ones (600x600 vs 6000x6000, i.e., 1/10th the resolution) so you
aren't going to get as nice detail close-up as their previews.

-tgq


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From: JSR
Subject: Re: diffuse map + specular map
Date: 15 Jan 2007 11:45:00
Message: <web.45abae90f617fe16d8ef73430@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> Also note that the Arroway samples are of a lot lower resolution than the
> actual pay ones (600x600 vs 6000x6000, i.e., 1/10th the resolution) so you
> aren't going to get as nice detail close-up as their previews.

Yes, this is true. I must try with higher resolution textures, but anyway I
think that something is wrong in my scene. Tuning the scene is harder that
it seems.

Joel.


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From: Trevor G Quayle
Subject: Re: diffuse map + specular map
Date: 15 Jan 2007 13:45:00
Message: <web.45abcaa5f617fe16c150d4c10@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> Thanks to everybody, but I can obtain the result I look for.
> I post a challenge in povray.international.binaries
>
> Joel.

I ran a pair of sample renders, one using normals for the bump map and one
using a heightfield.  I'll have to post them as 2 separate posts.

First the normals version

-tgq


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Attachments:
Download 'woodfloorbm.jpg' (157 KB)

Preview of image 'woodfloorbm.jpg'
woodfloorbm.jpg


 

From: Trevor G Quayle
Subject: Re: diffuse map + specular map
Date: 15 Jan 2007 13:45:00
Message: <web.45abcacdf617fe16c150d4c10@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> Thanks to everybody, but I can obtain the result I look for.
> I post a challenge in povray.international.binaries

Next, the heightfield version

-tgq


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Attachments:
Download 'woodfloorhf.jpg' (159 KB)

Preview of image 'woodfloorhf.jpg'
woodfloorhf.jpg


 

From: JSR
Subject: Re: diffuse map + specular map
Date: 16 Jan 2007 07:15:00
Message: <web.45acc114f617fe16d8ef73430@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I ran a pair of sample renders, one using normals for the bump map and one
> using a heightfield.  I'll have to post them as 2 separate posts.
>
> First the normals version

Thank you very much!
I like the result you get, the reflection and specular bright is what I look
for, and I need one more thing... SOURCE CODE
Can you post please?

Regards,

Joel.


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From: Trevor G Quayle
Subject: Re: diffuse map + specular map
Date: 16 Jan 2007 09:30:00
Message: <web.45ace04ff617fe16c150d4c10@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> Thank you very much!
> I like the result you get, the reflection and specular bright is what I look
> for, and I need one more thing... SOURCE CODE
> Can you post please?
>
> Regards,
>
> Joel.

I posted a scene file in text.scene-files.  The version I did uses an HDRI
environment map, but for the scene file I replaced it with 2 square area
lights.  You'll note that I don't use specular for the texture, I rely
purely on reflection of visible light sources, but you can try playing with
specular if you like (I haven't used it in years so I can't tell you what
would be good settings)

-tgq


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