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Hi all,
The last days I'm playing around with the texture of a column I'm working on. I
took T_STONE2 as basis and added a normal that should give it a crafted rough
look. What do you think of it? I still miss a bit the regularity of the hammer
dents a stone cutter would leave. Any suggestions?
Thanks in advance,
Alil
Here is the code for the texture:
#declare normal1 = normal { leopard -20 scale .0015 }
#declare normal2 = normal { crackle -20 scale .01 }
#declare T_RoughSandStone =
texture{T_Grnt0 scale <2, 3, 2> rotate <0, 0, 40> scale .0625}
texture{T_Grnt7a scale <1.3, 2, 1.3> rotate <0, 0, -30> rotate <40, 0, 0> scale
..0625
normal {
average
normal_map {
[1.0 normal1 ]
[1.2 normal2 ]
}
}
finish { diffuse 0.9 phong 0.1}
}
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Attachments:
Download 'wip_gothicstylecolumn.png' (786 KB)
Preview of image 'wip_gothicstylecolumn.png'
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> Hi all,
>
> The last days I'm playing around with the texture of a column I'm working on. I
> took T_STONE2 as basis and added a normal that should give it a crafted rough
> look. What do you think of it? I still miss a bit the regularity of the hammer
> dents a stone cutter would leave. Any suggestions?
>
> Thanks in advance,
> Alil
>
You need to give it some directivity.
The normals should be in the direction of the grooved areas. Vertical
where cylindrical shafts meet, horizontal along the details of the
bases, especialy inside the grooves.
To give that directivity, you could use the spiral1 or spiral2 pattern
scaled small verticaly for the circular part of the bases.
I'd go for a slightly perturbed radial with a high frequency elsewhere,
something like normal{radial frequency 1000 turbulence 0.1}
Or maybe this will be beter:
normal{spiral2 70 scale<0.01,5,0.01> turbulence 0.2}
You'll probably need to apply that one individualy to each components.
If memory use start to become an isue, you may need to replace your
crackle by some other pattern. Possibly cells with some amount of
turbulence, or possibly facets, also with some turbulence.
Nice modeling.
Alain
Post a reply to this message
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Alain <aze### [at] qwertyorg> wrote:
> You need to give it some directivity.
> The normals should be in the direction of the grooved areas. Vertical
> where cylindrical shafts meet, horizontal along the details of the
> bases, especialy inside the grooves.
>
> To give that directivity, you could use the spiral1 or spiral2 pattern
> scaled small verticaly for the circular part of the bases.
> I'd go for a slightly perturbed radial with a high frequency elsewhere,
> something like normal{radial frequency 1000 turbulence 0.1}
> Or maybe this will be beter:
> normal{spiral2 70 scale<0.01,5,0.01> turbulence 0.2}
Thanks for the tip. Yes the directivity with spiral2 looks much better on the
vertical parts.
> You'll probably need to apply that one individualy to each components.
I hoped that I could avoid this because I want the pigment to look like it was
carved out of one big stone block. But maybe it looks even better if the base is
different. Will work on it and post a picture.
> If memory use start to become an isue, you may need to replace your
> crackle by some other pattern. Possibly cells with some amount of
> turbulence, or possibly facets, also with some turbulence.
>
> Nice modeling.
Thanks.
<warning advertisement>
I did the column mainly for testing my open source modeler Y.A.P.R.M. I did
there a whole set of columns based on the basic element you can see in the
picture. I will provide them on the Y.A.P.R.M. webpage when I have finished the
texturing.
Alil
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Hi,
With spiral2 for the vertical parts and planar for horizontal aligned elements
the column now looks like this.
Alil
ps.: added a full view of the column to.
Post a reply to this message
Attachments:
Download 'wip_gothicstylecolumn_2.png' (1007 KB)
Preview of image 'wip_gothicstylecolumn_2.png'
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