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Hi,
Here's an effort at baking illumination and patterns into a mesh.
The object is a mesh modeled in Sculptris, converted to the POV-Ray mesh2 format
with the program, PoseRay.
Two images were baked. One, a proximity pattern using "NestProx." The second, a
texture influenced by said proximity pattern, with lighting.
Each baked image was passed over a seam reduction filter. Both the proximity
pattern include and the seam reduction scene files have been placed into
P.T.Scene-Files.
Happy 'tracing!
-Sam
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Attachments:
Download 'baketestb.jpg' (234 KB)
Preview of image 'baketestb.jpg'
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Am 30.11.2011 03:36, schrieb Samuel Benge:
> Here's an effort at baking illumination and patterns into a mesh.
Holy Rolex - that's Awsome! You can almost /feel/ the stone!
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>Samuel Benge on date 30/11/2011 03:36 wrote:
> Hi,
>
> Here's an effort at baking illumination and patterns into a mesh.
Stunning.
Paolo
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Hi,
>
> Here's an effort at baking illumination and patterns into a mesh.
>
> The object is a mesh modeled in Sculptris, converted to the POV-Ray mesh2 format
> with the program, PoseRay.
>
> Two images were baked. One, a proximity pattern using "NestProx." The second, a
> texture influenced by said proximity pattern, with lighting.
>
> Each baked image was passed over a seam reduction filter. Both the proximity
> pattern include and the seam reduction scene files have been placed into
> P.T.Scene-Files.
>
> Happy 'tracing!
Now more happy than ever. :)
Your mix of technique and artistry inventiveness reminds me of da Vinci. :)
Post a reply to this message
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On 11/29/2011 09:36 PM, Samuel Benge wrote:
> Hi,
>
> Here's an effort at baking illumination and patterns into a mesh.
>
> The object is a mesh modeled in Sculptris, converted to the POV-Ray mesh2 format
> with the program, PoseRay.
>
> Two images were baked. One, a proximity pattern using "NestProx." The second, a
> texture influenced by said proximity pattern, with lighting.
>
> Each baked image was passed over a seam reduction filter. Both the proximity
> pattern include and the seam reduction scene files have been placed into
> P.T.Scene-Files.
>
> Happy 'tracing!
Nice job Sam ... I'd been avoiding the texture baking (mesh_cam)
feature, but now I'm inspired to give it a try. Sculptris is a cool
application, I've been working off and on (mostly off) on a "creature"
head ... guess it's time to dust that puppy off and finish it up ;-)
Post a reply to this message
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Hi(gh)!
On 30.11.2011 03:36, Samuel Benge wrote:
> Hi,
>
> Here's an effort at baking illumination and patterns into a mesh.
Hmmm, texture baking, mesh camera... still a looooooong way to go for
me! I just started with the beginner's tutorial on PoV-Wiki... after 16
years of trial and error, I finally want to learn PoV-Ray every twist
and turn!
See you in Khyberspace!
Yadgar
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1. This looks great!
2. I don't get it ;)
I have only a vague notion of texture baking. Is the main
purpose here to render in multiple passes so you can do things
that would be too slow otherwise, or does it allow you to do
things that would otherwise be impossible?
Also, is the fibre structure in the mesh or in the texture?
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On 11/29/2011 7:23 PM, clipka wrote:
> Am 30.11.2011 03:36, schrieb Samuel Benge:
>
>> Here's an effort at baking illumination and patterns into a mesh.
>
> Holy Rolex - that's Awsome! You can almost /feel/ the stone!
Hey, thanks clipka :)
Post a reply to this message
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On 11/30/2011 12:47 AM, Paolo Gibellini wrote:
> >Samuel Benge on date 30/11/2011 03:36 wrote:
>> Hi,
>>
>> Here's an effort at baking illumination and patterns into a mesh.
>
> Stunning.
> Paolo
Thank you, Paolo.
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On 11/30/2011 3:05 AM, nemesis wrote:
> "Samuel Benge"<stb### [at] hotmailcom> wrote:
>
>> Happy 'tracing!
>
> Now more happy than ever. :)
I know what you mean, POV-Ray's such a great app.
Post a reply to this message
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