POV-Ray : Newsgroups : povray.binaries.images : no water in the garden Server Time
7 Nov 2024 00:18:15 EST (-0500)
  no water in the garden (Message 1 to 10 of 37)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Fractracer
Subject: no water in the garden
Date: 3 Nov 2017 17:45:01
Message: <web.59fce3291504fd4f2f58c87d0@news.povray.org>
I have not been here for a long time, here is a picture concerning my works on
rust metal textures and walls and grounds. Many objects in the scene comes from
Oyonale or PovObjects. I just made a blob macro for the wall and the ground, and
an intensive work for the textures.
Not yet the final render.


Post a reply to this message


Attachments:
Download 'my_walls_final_001.jpg' (696 KB)

Preview of image 'my_walls_final_001.jpg'
my_walls_final_001.jpg


 

From: Thomas de Groot
Subject: Re: no water in the garden
Date: 4 Nov 2017 08:06:29
Message: <59fdad45$1@news.povray.org>
Long time no see indeed. I like your rust textures, except maybe the one 
on the U-shaped beam.

Watch out for the jaggies on the cracks :-)

-- 
Thomas


Post a reply to this message

From: Fractracer
Subject: Re: no water in the garden
Date: 4 Nov 2017 14:10:01
Message: <web.59fe025fb458f7172f58c87d0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Long time no see indeed. I like your rust textures, except maybe the one
> on the U-shaped beam.
>
> Watch out for the jaggies on the cracks :-)
>
> --
> Thomas

I think the worst texture is the texture of the pump. I cannot obtain exactely
what i want.
About the jaggies on the cracks, it is due to the blob's macro. Hard to set it
fine.


Post a reply to this message

From: MichaelJF
Subject: Re: no water in the garden
Date: 4 Nov 2017 18:16:32
Message: <59fe3c40$1@news.povray.org>
Am 04.11.2017 um 19:09 schrieb Fractracer:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Long time no see indeed. I like your rust textures, except maybe the one
>> on the U-shaped beam.
>>
>> Watch out for the jaggies on the cracks :-)
>>
>> --
>> Thomas
> 
> I think the worst texture is the texture of the pump. I cannot obtain exactely
> what i want.
> About the jaggies on the cracks, it is due to the blob's macro. Hard to set it
> fine.
> 
I agree with Thomas, the worst is the one on the U-shaped beam. The 
texture of the pump is not that bad, but it would look better scaled 
down a little bit IMO.

A good start for rust textures is the work of one of our best texture 
experts: Sean Day. Look for his entry "Old Royal" in the IRTC August 
2006. The image and the code are still available at 
https://ftp.uni-erlangen.de/pub/graphics/irtc/stills/ where all of the 
IRTC entries are stored. But beware, rendering through all this years of 
POV can be a bit addictive...

Best regards
Michael


Post a reply to this message

From: Alain
Subject: Re: no water in the garden
Date: 4 Nov 2017 19:13:59
Message: <59fe49b7@news.povray.org>

> I have not been here for a long time, here is a picture concerning my works on
> rust metal textures and walls and grounds. Many objects in the scene comes from
> Oyonale or PovObjects. I just made a blob macro for the wall and the ground, and
> an intensive work for the textures.
> Not yet the final render.
> 

Nice one.
I agree that the U beam texture just look wrong.

Next, is the snail. It looks like it's on some kind of invisible plastic 
sheet. It's body should embrace the pipe/rod it's on.


Post a reply to this message

From: Fractracer
Subject: Re: no water in the garden
Date: 6 Nov 2017 06:05:00
Message: <web.5a004162b458f7172f58c87d0@news.povray.org>
MichaelJF <mi-### [at] t-onlinede> wrote:

> I agree with Thomas, the worst is the one on the U-shaped beam. The
> texture of the pump is not that bad, but it would look better scaled
> down a little bit IMO.
The texture of the pump is not enough iron-ic.
For the U-beam, I want an reddish anti-rust paint with small spots of rust or
iron.

> A good start for rust textures is the work of one of our best texture
> experts: Sean Day. Look for his entry "Old Royal" in the IRTC August
> 2006. The image and the code are still available at
> https://ftp.uni-erlangen.de/pub/graphics/irtc/stills/ where all of the
> IRTC entries are stored. But beware, rendering through all this years of
> POV can be a bit addictive...

Thanks for the links and the advices. POV is itself addictive.


Post a reply to this message

From: Fractracer
Subject: Re: no water in the garden
Date: 6 Nov 2017 06:25:00
Message: <web.5a004544b458f7172f58c87d0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> Nice one.
> I agree that the U beam texture just look wrong.
>
> Next, is the snail. It looks like it's on some kind of invisible plastic
> sheet. It's body should embrace the pipe/rod it's on.

Thank you, you are right for the snail. Since it is a mesh I can't adapt it
exactly to the rod. Maybe I will do make a slug with blobs.


Post a reply to this message

From: Fractracer
Subject: Re: no water in the garden
Date: 8 Nov 2017 14:05:03
Message: <web.5a03546cb458f717c375065d0@news.povray.org>
Here comes a better version of the rusted pump.
The wall is not enough fine for the moment...


Post a reply to this message


Attachments:
Download 'inside_wall_001.png' (2827 KB)

Preview of image 'inside_wall_001.png'
inside_wall_001.png


 

From: clipka
Subject: Re: no water in the garden
Date: 8 Nov 2017 14:51:27
Message: <5a03603f$1@news.povray.org>
Am 08.11.2017 um 20:01 schrieb Fractracer:
> Here comes a better version of the rusted pump.
> The wall is not enough fine for the moment...

Dunno. I think this version of the pump looks nothing like rust at all.
More like red paint, with a brighter primer below, and sanded off in places.


Post a reply to this message

From: Bald Eagle
Subject: Re: no water in the garden
Date: 8 Nov 2017 15:20:00
Message: <web.5a0366a5b458f717c437ac910@news.povray.org>
Welcome back!   :)

I'd say that rather than try to invent a suitable rust texture from scratch -
because I know how hard that is to do - search for rust textures in the
newsgroups and use those as a starting point for customizing your own.

A fast way to evaluate a lot of variations would be to make a grid of spheres or
boxes with a nested loop, and vary some parameter of the texture from start to
finish.


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.