I created the textures in this image with some macros I made for blurring
pigments with a 3-dimensional Gaussian filter.
For the interlocked boxes I blurred an object pigment for each box and used
those in pigment patterns within textures together with texture maps.
The object pigments used here are weighted and displaced in 10 steps in the
x-direction. Then those pigments are summed into a pigment which is weighted and
displaced in 10 steps in the y-direction. And again these pigments are then
summed into a pigment which is weighted and displaced in 10 steps in the
z-direction. Finally these pigments are summed into the resulting pigment.
Two of the textures in these texture maps are shiny_brass and dull_brass that
Edouard Poor once made. (His test code for his DF3ProximityPattern.inc)
The pigment for the floor plane is made with an averaged hexagon pigment that I
blurred in 3 directions within the xz-plane. The angle between these 3
directions are 120 degrees.
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