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> So, I've spent a little while reworking some of this, and the thing that struck
> me is how rich the image maps come out, and how dull and lifeless the
> eye-dropper tool sampled rgb colors come out when I try to incorporate them into
> a color map.
>
When using the eye-dropper, it's often good to, at least slightly, blur
the image.
Another thing to do is to zoom in by a large value. Here, zooming by 10x
or more can realy help.
You can always add a "varnish" to your floor by adding a layered texture
with a fully filtering yellow/golden hue. That top layer can also be
used to controll the reflection and highlights.
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I'm about done with edits for the day.
Thomas - thank you for sharing some of your texture collection. I took some
time and fiddled with the second texture, jimmied the color map, and scaled it.
That seemed to give me a good start.
Laid down a loop of randomized boards for the floor - still needs work, I'd say.
Worked on the border and molding at the top of the fireplace. Too stupid today
to difference the bevels. Sometimes it's the simplest things that thwart me.
:\
Brick step texture is still botched.
Edited both stones.inc files to change everything to srgbt - maybe there's a
difference, but it's small. Might have to snip out the ones I'm using and tweak
all of those textures in a special include file.
Tomorrow I think I'm going to work on adding ceiling fixtures and seeing what I
can do to make some real furniture. THAT's gonna be a bit of a sticky wicket
for sure.
I was thinking about UV-mapping an SDL object with a ceiling medallion, but that
turned out to be an exercise in mind-bending frustration. So many mapping types
and options and how to go about nesting what in what...
Is there a complete list of the mapping types? all I found was
2.7.4.2 Map type constants
Plane_Map = 0
Sphere_Map = 1
Cylinder_Map = 2
Torus_Map = 5
But the docs say there is mapping for
bicubic_patch, box, lathe, sor, mesh, mesh2, ovus, parametric, sphere, and
torus. What are the numerical constants for these?
Post a reply to this message
Attachments:
Download 'medallion1.png' (82 KB)
Preview of image 'medallion1.png'

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Am 10.10.2014 05:45, schrieb Bald Eagle:
> I was thinking about UV-mapping an SDL object with a ceiling medallion, but that
> turned out to be an exercise in mind-bending frustration. So many mapping types
> and options and how to go about nesting what in what...
>
> Is there a complete list of the mapping types? all I found was
>
> 2.7.4.2 Map type constants
> Plane_Map = 0
> Sphere_Map = 1
> Cylinder_Map = 2
> Torus_Map = 5
>
> But the docs say there is mapping for
> bicubic_patch, box, lathe, sor, mesh, mesh2, ovus, parametric, sphere, and
> torus. What are the numerical constants for these?
These are two separate things:
(1) In POV-Ray, the concept of a texture is generally 3-dimensional;
objects can be thought of as being cut out of a 3D material. This is
also true when you use an image_map: The 2D texture is "extruded" into
the 3rd dimension, normally using a simple orthographic projection. The
map_type can be used to change this projection.
(2) UV-mapping takes a single slice of a (3D) texture, and maps it onto
the surface of a given geometric primitive according to rules specific
to that primitive. There is generally no way to change this mapping,
unless the primitive explicitly allows to specify UV mapping coordinates
(such as mesh or mesh2).
Normally, when you use UV-mapping, you specifiy map_type 0 (or no
map_type at all, as it is the default), so that the texture slice taken
for the UV mapping is identical with the original image.
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clipka <ano### [at] anonymous org> wrote:
> These are two separate things:
Well, ok, my original statement should have been "somehow mapping" instead of
specifically uv-mapping, it just came out that way since I intuited that the uv
method might be best suited. :)
The counting still seems weird, like the way ACLU or Microsoft counts. 0, 1, 2,
5. Who do I need to have induct me into the inner circle, what blood sacrifice
needs to be made for me to pierce the veil of the Inner Mysteries of POV-Ray
mapping codes? Are those missing constants are only known to the 3&4th Degree
Master Masons? I'm guessing they map a _pyramidal_ sweep, or the obverse of
worthless Federal Reserve Notes...
I might see if I can mesh model something, but I haven't really ever used a mesh
modeler. Not looking forward to making all those acanthus leaves and
scrollwork...
A heightfield might give me something I could image map just to see if I like
one particular design more than another. Though a nicely shaded planar image
map would likely serve the same purpose.
Lastly, I was toying with cobbling together an SDL object that would mimic the
gross contours of the object and then image map over that to quickly give a
textured object with an actual 3D shape. Worth doing?
{"No, you dolt - use a modeler, or perform another blood sacrifice and be
inculcated with the sacred power of POV SDL....")
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Insufficient coffee made me forget to ask about scaling and repeating the image
mapping by omitting once and perhaps doing other clever things...
Post a reply to this message
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On 10-10-2014 15:45, Bald Eagle wrote:
> I might see if I can mesh model something, but I haven't really ever used a mesh
> modeler. Not looking forward to making all those acanthus leaves and
> scrollwork...
Both methods (sdl or modeller) have their pro and cons. With both you
need only to model a small part of the object and then copy
>mirror>paste that to obtain the final result, with the better
alternative being: doing those last actions in POV-Ray. . I think that
sdl would take a little more time to get there but the basic workflow is
the same. For really complex models mesh2 models are to be preferred to
sdl models as they can be significantly faster to render. However, that
is less of an issue nowadays with faster PC's.
> A heightfield might give me something I could image map just to see if I like
> one particular design more than another. Though a nicely shaded planar image
> map would likely serve the same purpose.
Yes, but you need a good quality height map for your height_field and
that is a bit more difficult to achieve imo.
>
> Lastly, I was toying with cobbling together an SDL object that would mimic the
> gross contours of the object and then image map over that to quickly give a
> textured object with an actual 3D shape. Worth doing?
Yes, worth the try if the object is not too prominent in the camera view.
>
> {"No, you dolt - use a modeler, or perform another blood sacrifice and be
> inculcated with the sacred power of POV SDL....")
I would do both, which means /two/ blood sacrifices of course as you
need the infernal modeller powers too... ;-)
Thomas
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On 10-10-2014 16:09, Bald Eagle wrote:
> Insufficient coffee made me forget to ask about scaling and repeating the image
> mapping by omitting once and perhaps doing other clever things...
>
Hmm. If considering your image, which is circular, I guess you will need
'once'...
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> Hmm. If considering your image, which is circular, I guess you will need
> 'once'...
I was thinking that since it's circular, if I had it repeat across the surface
so that I had 2 full images, each hemispherical, then I could map it onto an
oblate spheroid and then bury it halfway into the ceiling.
So there.
With regard to blood sacrifice, clipka has slayed the Gamma Dragon, so now
THAT's not an option. Somehow Spline Ducks don't quite have the same sense of
grandeur. But then.. wait ... yes! The Stanford Chocolate Bunny!!!
Bring out the Holy Hand Grenade!
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On 10/10/14 15:48, Bald Eagle wrote:
>
> Bring out the Holy Hand Grenade!
>
And the LORD spake, saying, "First shalt thou take out the Holy Pin,
then shalt thou count to three, no more, no less.
Three shall be the number thou shalt count, and the number of the
counting shall be three.
Four shalt thou not count, neither count thou two, excepting that thou
then proceed to three.
Five is right out.
Once the number three, being the third number, be reached, then lobbest
thou thy Holy Hand Grenade of Antioch towards thy foe, who being naughty
in My sight, shall snuff it.
John (Bishop of Antioch)
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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Am 10.10.2014 15:45, schrieb Bald Eagle:
> The counting still seems weird, like the way ACLU or Microsoft counts. 0, 1, 2,
> 5. Who do I need to have induct me into the inner circle, what blood sacrifice
> needs to be made for me to pierce the veil of the Inner Mysteries of POV-Ray
> mapping codes? Are those missing constants are only known to the 3&4th Degree
> Master Masons? I'm guessing they map a _pyramidal_ sweep, or the obverse of
> worthless Federal Reserve Notes...
Well, the truth about those missing values is more along the profane
Microsoft lines: They have been reserved for /some/ other fancy mappings
since so long ago - without ever actually being implemented - that even
the memory of /what/ mappings those were supposed to be is lost in the
absorbing and scattering media of time.
> Lastly, I was toying with cobbling together an SDL object that would mimic the
> gross contours of the object and then image map over that to quickly give a
> textured object with an actual 3D shape. Worth doing?
Worth trying at least.
Post a reply to this message
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