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3 May 2024 05:06:24 EDT (-0400)
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From: architype
Subject: Re: Tinkering with textures
Date: 27 Jul 2016 08:20:01
Message: <web.5798a64e68edbca0e2e698420@news.povray.org>
Here is a radiosity render of the model. /A


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From: Stephen
Subject: Re: Tinkering with textures
Date: 27 Jul 2016 09:34:39
Message: <5798b86f$1@news.povray.org>
On 7/27/2016 12:59 PM, architype wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 7/25/2016 12:09 PM, architype wrote:
>>>

>> I would call that hand coding. I use a modeller with OpenGL viewports. A
>> proper plan, two elevations and a 3D view. But I am in the minority here.
>
> Sounds interesting, is it freeware?

It is now as it is unsupported. Another downside is that it only 
supports PovRay 3.6 There are workarounds to get over that.
On the positive side: It exports native SDL with containers to write 
your own code. It has a simple Pov scene importer that might be able to 
use to reuse your existing models.
Have a look at Bishop3D here. http://www.bishop3d.com/
There are a couple of users here that can help if need be.



> The main drawback with my method is that arranging objects is very time
> consuming and boring. (Ie placing furniture in a room for example.)
> Also, it works best with classical architecture with lots of symmetries
> and axes.
>
>
> I looked at the code again and it was more extensive than I thought.
> Of course, I didnt write it all but reused classical mouldings and
> capitals that I have in my library.
> But the project was still 20 files [not counting library components]
> I rendered a higher res image to see the details. Also, I discovered
> 15+ bugs :p
>
> The model is based on Charlemagne's Palatine chapel in Aachen, that
> is my usual approach. Since I am not much of an artist/designer I
> often start with a good design and alter it slightly so that it is
> more easy to create in Pov-Ray.
>

Here are a couple of images I did earlier the tenement (brownstone) and 
the bridge were made using Bishop3d.

http://www.tc-rtc.co.uk/portfolio/Stephen/313/index.html
http://www.tc-rtc.co.uk/portfolio/Stephen/120/index.html



> I want to create an exploded drawing, these images was my inspiration:
>
https://classconnection.s3.amazonaws.com/460/flashcards/2137460/jpg/artstor_103_418220034232801350707963274.jpg
>
http://3.bp.blogspot.com/-U0RWjPnCRFI/Vgbp3aVs5XI/AAAAAAAAA1M/pfeNpzblGFA/s1600/Palatine_Chapel.png
>
> The line drawing is a better composition but I want to make a well
> textured model. :) I it is a fun project, even though bug fixing is
> going to be a bit tedious I think it will be worth it.
> The image renders fairly quickly so I am hoping to make an animation.
> If I do a good job with the textures the animation will look decent
> even without a radiosity setting.
>

It does sound like a worthwhile project.

Good luck and keep us updated.



-- 

Regards
     Stephen


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From: Alain
Subject: Re: Tinkering with textures
Date: 27 Jul 2016 17:33:12
Message: <57992898$1@news.povray.org>

> Here is a radiosity render of the model. /A
>

Why are the lathers floating?
I know, just nit picking...


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From: architype
Subject: Re: Tinkering with textures
Date: 28 Jul 2016 09:05:00
Message: <web.579a026f68edbca0da20511a0@news.povray.org>
>It is now as it is unsupported. Another downside is that it only
>supports PovRay 3.6 There are workarounds to get over that.
>On the positive side: It exports native SDL with containers to write
>your own code. It has a simple Pov scene importer that might be able to
>use to reuse your existing models.
>Have a look at Bishop3D here. http://www.bishop3d.com/
>There are a couple of users here that can help if need be.

Thanks for the tip and the link. :)
Most of my code was written for 3.5 and also I mainly use standard
stuff that doesnt change too much, so that will probably not be a
problem.


>Here are a couple of images I did earlier the tenement (brownstone) and
>the bridge were made using Bishop3d.

>http://www.tc-rtc.co.uk/portfolio/Stephen/313/index.html
>http://www.tc-rtc.co.uk/portfolio/Stephen/120/index.html

The bridge is really neat!

>It does sound like a worthwhile project.
>Good luck and keep us updated.

Will do, thank you very much. /A


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From: Stephen
Subject: Re: Tinkering with textures
Date: 28 Jul 2016 09:56:38
Message: <579a0f16$1@news.povray.org>
On 7/28/2016 2:02 PM, architype wrote:
>> It is now as it is unsupported. Another downside is that it only
>> supports PovRay 3.6 There are workarounds to get over that.
>> On the positive side: It exports native SDL with containers to write
>> your own code. It has a simple Pov scene importer that might be able to
>> use to reuse your existing models.
>> Have a look at Bishop3D here. http://www.bishop3d.com/
>> There are a couple of users here that can help if need be.
>
> Thanks for the tip and the link. :)
> Most of my code was written for 3.5 and also I mainly use standard
> stuff that doesnt change too much, so that will probably not be a
> problem.
>
If you decide to try it there are a couple of us here that can help.
One tip up front.
The objects in Bishop3D do not have a local axis. So if you scale a box 
it scales from the centre. Put it in a union on its own and you can 
scale the union after you offset the box. The same for rotations. You 
can change the centre of rotation using the union.



>
>> Here are a couple of images I did earlier the tenement (brownstone) and
>> the bridge were made using Bishop3d.
>
>> http://www.tc-rtc.co.uk/portfolio/Stephen/313/index.html
>> http://www.tc-rtc.co.uk/portfolio/Stephen/120/index.html
>
> The bridge is really neat!
>

Thanks. It is mostly boxes and cylinders. All straight lines.

>> It does sound like a worthwhile project.
>> Good luck and keep us updated.
>
> Will do, thank you very much. /A
>

:)

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Tinkering with textures
Date: 29 Jul 2016 08:55:00
Message: <web.579b513668edbca0b484452a0@news.povray.org>
"architype" <arc### [at] gmxcom> wrote:
> I have always been more interested in the modelling aspects, I am particularly
> fascinated by CSGs and meshes.
> But I thought it would be fun to add some textures for a change. ;)

Aside from the repetition, the texture of the top wall looks too flat.  A normal
that corresponds to the seams and dents would be a great improvement.


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From: architype
Subject: Re: Tinkering with textures
Date: 30 Jul 2016 02:45:00
Message: <web.579c4cdc68edbca0d6e6ad910@news.povray.org>
>Why are the lathers floating?
>I know, just nit picking...

Yeah, the scaffolding really needs an overhaul...
It would be really neat to add ropes hodling it
together. : )

>Aside from the repetition, the texture of the top wall looks too flat.  A normal
>that corresponds to the seams and dents would be a great improvement.

So does the worn stones. A normal is a good idea.

Here is a view of the model from another angle,
I added the source if anyone is interested:
http://povscriptcode.site123.me/

I like the view, but there is a lot of work to
be done before it is ready. I will make a bug
list when I have more time.

Best wishes! /A







"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
> "architype" <arc### [at] gmxcom> wrote:
> > I have always been more interested in the modelling aspects, I am particularly
> > fascinated by CSGs and meshes.
> > But I thought it would be fun to add some textures for a change. ;)
>
> Aside from the repetition, the texture of the top wall looks too flat.  A normal
> that corresponds to the seams and dents would be a great improvement.


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From: architype
Subject: Re: Tinkering with textures
Date: 9 Aug 2016 08:40:00
Message: <web.57a9ce5868edbca08b687d130@news.povray.org>
Hello again, I finally got some time to work on this project...
Since the top storey and the scaffolding seemed to attract the
most comments I have started on the top stone wall.

I have replaced the the plain box + stone texture with a mesh
stone arrangement.
With a granite normal it looks quite well I think, or it will
with some nice blur colour texture applied.

The arch isnt 3D as you can see from the pics, but I dont think
that matters too much with the normal applied... actually I
think it looks good with some contrasting textures.
(Quite apart from the fact that writing a true 3D arch stone
seems like a complicated operation...)

Also, the inside of the window opening isnt 3D, I was too lazy
to make and place a separate instance of the mesh macro for
that. But I think the same applies there, it seems quite
plausible that that surface should be smoother than the outer
stone face.

I can post the code if anyone likes to tinker with it...

Best wishes, /A


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From: architype
Subject: Re: Tinkering with textures
Date: 9 Aug 2016 08:45:00
Message: <web.57a9cf3d68edbca08b687d130@news.povray.org>
Here is the geometry without the normal. /A


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From: architype
Subject: Re: Tinkering with textures
Date: 9 Aug 2016 08:45:01
Message: <web.57a9cf9d68edbca08b687d130@news.povray.org>
Here is geometry + texture, but I havent had time to combine all three, so the
normal is still missing in this image. /A


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