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I'm working on a scene of some ancient Greece-style ruins. It has proved to
be very difficult to get everything to look sufficiently weathered and
"ruined". But here is one of the columns as it stands at the moment. If
anyone has experience or suggestions in ruining things in POV, I'd love to
hear them.
- Kirk
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Attachments:
Download 'ruinedwip1.jpg' (30 KB)
Preview of image 'ruinedwip1.jpg'
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Kirk Andrews wrote:
> I'm working on a scene of some ancient Greece-style ruins. It has proved to
> be very difficult to get everything to look sufficiently weathered and
> "ruined". But here is one of the columns as it stands at the moment. If
> anyone has experience or suggestions in ruining things in POV, I'd love to
> hear them.
I have, albeit not in POV ;-)
I'm not sure if these damages are intentionally ring-shaped.
If so I'd suggest to cut them deeper into the column to make
the original building blocks better visible.
Otherwise a less regular shape would improve the ruined look.
Aside from that nitpicking this is very nice!
-Hans-
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Kirk Andrews wrote:
> I'm working on a scene of some ancient Greece-style ruins. It has proved to
> be very difficult to get everything to look sufficiently weathered and
> "ruined". But here is one of the columns as it stands at the moment. If
> anyone has experience or suggestions in ruining things in POV, I'd love to
> hear them.
Well, I would have expected the corners and edges to have
crumbled away most, especially the top part looks brand new
where probably most of the overhang would have dropped.
Maybe you can replace some boxes with a mesh using
the "textured brick" macro posted recently.
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"Kirk Andrews" <kir### [at] hotmailcom> wrote:
> I'm working on a scene of some ancient Greece-style ruins. It has proved to
> be very difficult to get everything to look sufficiently weathered and
> "ruined". But here is one of the columns as it stands at the moment. If
> anyone has experience or suggestions in ruining things in POV, I'd love to
> hear them.
>
> - Kirk
http://news.povray.org/povray.binaries.images/thread/%3Cweb.459c444a1e22e58d42494bfa0%40news.povray.org%3E/?ttop=243544
&toff=250
maybe it will give you some new ideas....
My columns were isosurfaces and i added them a little turbulenced gradient y
function to make veritical breaks, and some of noise 3d to make them older,
but if you doing this without using isosurfece try to make random
heightfield and substract it from every surface of the column,
p.s. this column looks impressive...nice..
Post a reply to this message
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Kirk Andrews wrote:
> I'm working on a scene of some ancient Greece-style ruins. It has proved to
> be very difficult to get everything to look sufficiently weathered and
> "ruined". But here is one of the columns as it stands at the moment. If
> anyone has experience or suggestions in ruining things in POV, I'd love to
> hear them.
>
> - Kirk
Looks good. Did you use an ambient occlusion shader for the surface?
~Sam
Post a reply to this message
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Kirk Andrews wrote:
> I'm working on a scene of some ancient Greece-style ruins. It has proved to
> be very difficult to get everything to look sufficiently weathered and
> "ruined". But here is one of the columns as it stands at the moment. If
> anyone has experience or suggestions in ruining things in POV, I'd love to
> hear them.
>
> - Kirk
>
>
> ------------------------------------------------------------------------
>
I don't have anything brilliant to add nor can I provide a magic bullet.
But you've made a beautiful graceful column so far with some nice
texturing. As others have said, most find that they reach a point of
diminishing returns when trying to simulate distress by differencing out
from primitives with primitives, and integrating those effects with
perturbed normals,... though there seems no reason that it can't be done
if sufficient patience and ingenuity is applied to the task. So most
turn to isosurfaces for real displacement effects from procedural
patterns. When render times get large the next recourse is
programmatically generating meshes where again procedural patterns can
be incorporated to displace the surface. Such an approach for
brickshapes is a macro recently published by Bill Pragnell. This could
be adapted for cylinders too. There are also some heightfield macros
that might also be useful.
Your textures are quite beautiful, the next stage would be to make the
coloring also responsive to the surface so that grime seems to reside in
the recesses and so on. Remember that a factor in the weathering of
building is the role of bird poop and the like. Recesses get perched
on, biology takes its course, then rain causes grime to run and leech
down the surface.
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> Looks good. Did you use an ambient occlusion shader for the surface?
>
> ~Sam
Thanks!
No, I just used a couple slope maps to get a bit of the effect.
Perhaps I'm not quite bright enough, but I didn't quite understand how your
suggestion in the advanced users forum would work, the one with jittered
object pigment. By "jitter", do you mean a slight amount of turbulence and
rotation/translation each time, averaged together?
Thanks,
Kirk
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Jim Charter <jrc### [at] msncom> wrote:
> Kirk Andrews wrote:
> > I'm working on a scene of some ancient Greece-style ruins. It has proved to
> > be very difficult to get everything to look sufficiently weathered and
> > "ruined". But here is one of the columns as it stands at the moment. If
> > anyone has experience or suggestions in ruining things in POV, I'd love to
> > hear them.
> >
> > - Kirk
> >
> >
> > ------------------------------------------------------------------------
> >
> I don't have anything brilliant to add nor can I provide a magic bullet.
> But you've made a beautiful graceful column so far with some nice
> texturing. As others have said, most find that they reach a point of
> diminishing returns when trying to simulate distress by differencing out
> from primitives with primitives, and integrating those effects with
> perturbed normals,... though there seems no reason that it can't be done
> if sufficient patience and ingenuity is applied to the task. So most
> turn to isosurfaces for real displacement effects from procedural
> patterns. When render times get large the next recourse is
> programmatically generating meshes where again procedural patterns can
> be incorporated to displace the surface. Such an approach for
> brickshapes is a macro recently published by Bill Pragnell. This could
> be adapted for cylinders too. There are also some heightfield macros
> that might also be useful.
Thank you, those are some useful ideas--I had not thought of using
heightfields, and is Bill's macro posted in p.b.s.f.? I didn't see it
there.
> Your textures are quite beautiful, the next stage would be to make the
> coloring also responsive to the surface so that grime seems to reside in
> the recesses and so on. Remember that a factor in the weathering of
> building is the role of bird poop and the like. Recesses get perched
> on, biology takes its course, then rain causes grime to run and leech
> down the surface.
Ahhh, there's the goal (and I hadn't thought about bird poop, either!). The
trick is getting that grime *just* in the recesses. Samuel Benge has been
trying to help me figure out how to do that. If you have any suggestions
on how that could be done in POV I'd love to hear it.
-- Kirk
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"Kirk Andrews" <kir### [at] hotmailcom> wrote:
> Thank you, those are some useful ideas--I had not thought of using
> heightfields, and is Bill's macro posted in p.b.s.f.? I didn't see it
> there.
It's in p.g. but that's a good point, I should probably put it in p.b.s.f.
too.
> Ahhh, there's the goal (and I hadn't thought about bird poop, either!). The
> trick is getting that grime *just* in the recesses. Samuel Benge has been
> trying to help me figure out how to do that. If you have any suggestions
> on how that could be done in POV I'd love to hear it.
If you're using an isosurface or other pigment function-based perturbation,
you should be able to use the same pattern to provide texturing - limit
your grime textures to the same regions of the colour map as are used for
the erosion. The other thing you could try is using the un-weathered base
object to define an object pattern - only areas inside the object could
then be textured, i.e. just the weathered sections. I don't know if these
are practical for your purposes...
By the way, that's a very nice image. I thought the periodic horizontal gaps
were supposed to be the edges of individual blocks making up the column, but
the whole aging effect is subtle but realistic.
Good luck with further experiments!
Bill
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Kirk Andrews nous apporta ses lumieres en ce 2007/06/24 07:03:
>> Looks good. Did you use an ambient occlusion shader for the surface?
>>
>> ~Sam
>
> Thanks!
>
> No, I just used a couple slope maps to get a bit of the effect.
>
> Perhaps I'm not quite bright enough, but I didn't quite understand how your
> suggestion in the advanced users forum would work, the one with jittered
> object pigment. By "jitter", do you mean a slight amount of turbulence and
> rotation/translation each time, averaged together?
>
> Thanks,
>
> Kirk
>
That jitter means some small to medium, relative to the dimentions of the
object, translation of the object pattern, using many instances all averaged
together. You need at least 10 averaged patterns for this to work, and usualy
over 100 to get good results. As you don't use reflection, it can still be
relatively fast, it become painfuly slow if you have any reflection,
particularly if you have self reflection.
--
Alain
-------------------------------------------------
Wars are not paid for in wartime, the bill comes later.
Benjamin Franklin
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