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Nice. But the grain still continues from plank to plank (brick to brick).
---
http://www.avg.com
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Thanks. I spent much time on these textures. But it is only your input,
that will make them fully usable. Thanks a lot!
On 23.04.2018 15:15, Bill Pragnell wrote:
> Here's a simple example which will 'randomise' a pigment into bricks in t
he X-Z
> plane (I assume if you're after a floor texture, you're not worried about
it
> looking good in any other planes).
>
> #declare BX = 0.75;
> #declare BZ = 0.25;
> #declare YOffset = 2;
> #declare MaxSceneSize = 100;
> #declare Example = pigment {
> bozo color_map { [0 rgb 0] [1 rgb 1] }
> scale 0.1
> warp { repeat x*BX offset y*YOffset }
> warp { repeat z*BZ offset x*(MaxSceneSize + 0.5)*BX }
> }
>
> BX and BZ are the x and z brick dimensions. YOffset is an out-of plane of
fset
> that gives the randomness - it only needs to be big enough to produce a
> noticeable change in the pattern. MaxSceneSize is the row-on-row offset t
o make
> sure the repetition is out of sight (or just not noticeable).
>
> Obviously you'll need to synchronise the pattern and the warps between pi
gments
> and normals so they match up. Your example code was two layered textures
so
> it'll be best to #declare stuff so you can change it easily. You were usi
ng wood
> textures, so I don't know if you were relying on the core of the pattern
- my
> YOffset tactic might not work well with that. Good luck!
---
http://www.avg.com
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Nice. But the grain still continues from plank to plank (brick to brick).
>
I'm not sure what you want to see, or are expecting to see. Do you want every
wood plank (or 'brick') to be made of a completely different wood, with a
different grain? Or maybe a 'random' orientation of the grain patterns in each
wood brick, instead of just being all horizontal?
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"Kenneth" <kdw### [at] gmail com> wrote:
> No normals here, though. (Making matching normals for this kind of thing turned
> out to be more difficult than I thought. Not impossible, of course... just more
> work.)
I think it's less difficult than I first expected.
Also, I think if you look at how the grain pattern/turbulence _continues_ from
one plank to another in places, that's what Sven wants to avoid. So, a
randomized translation along x, y, and/or z along with a slight (<5 deg)
rotation and a small scaling ought to break it up a bit.
Very very nice though - super quick way to get planks laid down in a scene!
:)
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"Bald Eagle" <cre### [at] netscape net> wrote:
>
> Also, I think if you look at how the grain pattern/turbulence _continues_ from
> one plank to another in places, that's what Sven wants to avoid.
Yes, I see what you mean. It's a result of the various wood color_maps and their
separate turbulences all being included inside the (necessary) cells pattern--
which is *blending* the color_maps and turbulences together from 'brick to
brick'. In other words, there are no 'pure' woods. The only way I can think of
to get each wood brick to look completely 'pure' is to use *lots* of different
wood color_maps, and to 'segregate' them within the cells pattern in the usual
way...
cells
pigment_map{
[0.0 gradient y color_map{--wood 1--} turbulence{...}]
[0.1 gradient y color_map{--wood 1--} turbulence{...}]
[0.1 gradient y color_map{--wood 2--} turbulence{...}]
[0.2 gradient y color_map{--wood 2--} turbulence{...}]
[0.2 gradient y color_map{--wood 3--} turbulence{...}]
[0.3 gradient y color_map{--wood 3--} turbulence{...}]
... etc etc
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Yes, and this is apparently why wood, which is just a bunch of rings, is such a
challenging procedural texture to create.
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Le 18-04-30 à 02:31, Kenneth a écrit :
> "Bald Eagle" <cre### [at] netscape net> wrote:
>
>>
>> Also, I think if you look at how the grain pattern/turbulence _continues_ from
>> one plank to another in places, that's what Sven wants to avoid.
>
> Yes, I see what you mean. It's a result of the various wood color_maps and their
> separate turbulences all being included inside the (necessary) cells pattern--
> which is *blending* the color_maps and turbulences together from 'brick to
> brick'. In other words, there are no 'pure' woods. The only way I can think of
> to get each wood brick to look completely 'pure' is to use *lots* of different
> wood color_maps, and to 'segregate' them within the cells pattern in the usual
> way...
>
> cells
> pigment_map{
> [0.0 gradient y color_map{--wood 1--} turbulence{...}]
> [0.1 gradient y color_map{--wood 1--} turbulence{...}]
> [0.1 gradient y color_map{--wood 2--} turbulence{...}]
> [0.2 gradient y color_map{--wood 2--} turbulence{...}]
> [0.2 gradient y color_map{--wood 3--} turbulence{...}]
> [0.3 gradient y color_map{--wood 3--} turbulence{...}]
> ... etc etc
>
>
>
>
>
Replace turbulence{...} by warp{turbulence{...}}
Now, add some translation or rotation after the warp. That way, the
turbulence will get transformed. Without the warp, the turbulence get
evaluated after any transform, and will affect every pieces the same way.
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Alain <kua### [at] videotron ca> wrote:
> Replace turbulence{...} by warp{turbulence{...}}
>
> Now, add some translation or rotation after the warp. That way, the
> turbulence will get transformed. Without the warp, the turbulence get
> evaluated after any transform, and will affect every pieces the same way.
Agreed. My example was more of a 'quick' guide, to get pure woods within the
pigment_map, instead of the cells pattern's usual random blending.
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Yes, a random orientation of the grain in each brick. That would be fine.
maybe, optionally even changed colors for each brick's lumber texture
(+/- 1% Red, Green, Blue).
---
http://www.avg.com
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I would love to see images of all these great suggestions.
And a big thank You to everyone here. Great minds at work.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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