POV-Ray : Newsgroups : povray.binaries.images : workbench9.png Server Time
5 Nov 2024 16:39:32 EST (-0500)
  workbench9.png (Message 1 to 6 of 6)  
From: Mike Miller
Subject: workbench9.png
Date: 19 Apr 2023 16:00:00
Message: <web.644047384e5c02659197626dabc9342@news.povray.org>
Progress rendering of workbench area with more destressed surfaces. Increased
the cmu mortar depth and deepened the texture and grunge. I have a few more
surfaces to dirty-up. Still tweaking the conduit pipe material. Need to fix a
few bitmap stretch marks.
Miller


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From: Bald Eagle
Subject: Re: workbench9.png
Date: 19 Apr 2023 16:45:00
Message: <web.64405241299a4b841f9dae3025979125@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:
> Progress rendering of workbench area with more destressed surfaces. Increased
> the cmu mortar depth and deepened the texture and grunge. I have a few more
> surfaces to dirty-up. Still tweaking the conduit pipe material. Need to fix a
> few bitmap stretch marks.
> Miller

I have to say - you work FAST!  :O

Also, you went straight from "this is my artisanal repurposed hardwood workbench
in my newly constructed 1.4 mil suburban basement" to "OMG - I just wound up in
the basement of the serial killer in Suspect Zero ...  is that blood spatter?"

I think once you add in that totally creeptastic Jack, you're going to be
achieving one scary as F render!

Throw in a few rusty dental and surgical implements, and some repurposed human
flesh for the Jack....   You've got a real horror show there.

Quaternions:
https://news.povray.org/povray.binaries.scene-files/thread/%3C3f81dba5%40news.povray.org%3E/


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From: Mike Miller
Subject: Re: workbench9.png
Date: 19 Apr 2023 17:35:00
Message: <web.64405e79299a4b8459197626dabc9342@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > Progress rendering of workbench area with more destressed surfaces. Increased
> > the cmu mortar depth and deepened the texture and grunge. I have a few more
> > surfaces to dirty-up. Still tweaking the conduit pipe material. Need to fix a
> > few bitmap stretch marks.
> > Miller
>
> I have to say - you work FAST!  :O
>
> Also, you went straight from "this is my artisanal repurposed hardwood workbench
> in my newly constructed 1.4 mil suburban basement" to "OMG - I just wound up in
> the basement of the serial killer in Suspect Zero ...  is that blood spatter?"
>
> I think once you add in that totally creeptastic Jack, you're going to be
> achieving one scary as F render!
>
> Throw in a few rusty dental and surgical implements, and some repurposed human
> flesh for the Jack....   You've got a real horror show there.
>
> Quaternions:
>
https://news.povray.org/povray.binaries.scene-files/thread/%3C3f81dba5%40news.povray.org%3E/

>> Throw in a few rusty dental and surgical implements, and some repurposed human
flesh for the Jack....

Haha...now you got me thinking. :)
This basement could be the backdrop to lots of creepy concepts.


> Quaternions:
>
https://news.povray.org/povray.binaries.scene->files/thread/%3C3f81dba5%40news.povray.org%3E/


Thank you!... I've been looking for this. And if you pointed me to this earlier,
my apologies. I tried adding quaternion rotations to my Blender export utility
and got hung up on the 'convert to euler' math.

I have a question and I'm sure it's been asked many time:
In run time, can you access/read the pixel values in a loaded bitmap?

Thanks, Mike.


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From: Bald Eagle
Subject: Re: workbench9.png
Date: 19 Apr 2023 18:35:00
Message: <web.64406c46299a4b841f9dae3025979125@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:

> Haha...now you got me thinking. :)
> This basement could be the backdrop to lots of creepy concepts.

I somehow knew you'd be inspired.  :D

> > Quaternions:
> >
https://news.povray.org/povray.binaries.scene->files/thread/%3C3f81dba5%40news.povray.org%3E/
>
>
> Thank you!... I've been looking for this. And if you pointed me to this earlier,
> my apologies. I tried adding quaternion rotations to my Blender export utility
> and got hung up on the 'convert to euler' math.
>
> I have a question and I'm sure it's been asked many time:
> In run time, can you access/read the pixel values in a loaded bitmap?

Yes Sir.

In "functions.inc" you will find a macro as a wrapper for a function.

#macro eval_pigment(pigm, vec)
    #local fn = function { pigment { pigm } }
    #local result = (fn(vec.x, vec.y, vec.z));
    result
#end

POV-Ray of course loads it into a unit square, and so you have to scale it, but
that can be done with some extent calculations and scaling.

My standard cut-n-paste code for that is:

#declare Feet = 12;
#declare XSize = 4*Feet;
#declare ImageMap = pigment {image_map {png "AlphaMirror4.png" once} };
#declare Resolution = max_extent (ImageMap);
#declare Resolution = Resolution + <0, 0, 1>;

#declare Photo1 =
 box {0, 1
  texture {
   ImageMap
  }

  translate <-0.5, -0.5, -0.5>
  scale Resolution2*(1/Resolution2.x)*XSize
 }


If you need implementation code for eval_pigment, just let me know.


- BW


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From: Mike Miller
Subject: Re: workbench9.png
Date: 19 Apr 2023 20:05:00
Message: <web.644080a4299a4b8459197626dabc9342@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
>
> > Haha...now you got me thinking. :)
> > This basement could be the backdrop to lots of creepy concepts.
>
> I somehow knew you'd be inspired.  :D
>
> > > Quaternions:
> > >
https://news.povray.org/povray.binaries.scene->files/thread/%3C3f81dba5%40news.povray.org%3E/
> >
> >
> > Thank you!... I've been looking for this. And if you pointed me to this earlier,
> > my apologies. I tried adding quaternion rotations to my Blender export utility
> > and got hung up on the 'convert to euler' math.
> >
> > I have a question and I'm sure it's been asked many time:
> > In run time, can you access/read the pixel values in a loaded bitmap?
>
> Yes Sir.
>
> In "functions.inc" you will find a macro as a wrapper for a function.
>
> #macro eval_pigment(pigm, vec)
>     #local fn = function { pigment { pigm } }
>     #local result = (fn(vec.x, vec.y, vec.z));
>     result
> #end
>
> POV-Ray of course loads it into a unit square, and so you have to scale it, but
> that can be done with some extent calculations and scaling.
>
> My standard cut-n-paste code for that is:
>
> #declare Feet = 12;
> #declare XSize = 4*Feet;
> #declare ImageMap = pigment {image_map {png "AlphaMirror4.png" once} };
> #declare Resolution = max_extent (ImageMap);
> #declare Resolution = Resolution + <0, 0, 1>;
>
> #declare Photo1 =
>  box {0, 1
>   texture {
>    ImageMap
>   }
>
>   translate <-0.5, -0.5, -0.5>
>   scale Resolution2*(1/Resolution2.x)*XSize
>  }
>
>
> If you need implementation code for eval_pigment, just let me know.
>
>
> - BW

Thank you so much! This is perfect.
I'll let you know if I need help on this once I review the macros. First
thoughts are maps for object placement or scatter restrictions.
You rock.


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From: Alain Martel
Subject: Re: workbench9.png
Date: 21 Apr 2023 11:10:40
Message: <6442a770@news.povray.org>
Le 2023-04-19 à 15:55, Mike Miller a écrit :
> Progress rendering of workbench area with more destressed surfaces. Increased
> the cmu mortar depth and deepened the texture and grunge. I have a few more
> surfaces to dirty-up. Still tweaking the conduit pipe material. Need to fix a
> few bitmap stretch marks.
> Miller

Initially, it was a brand new work area, all freshly painted.
Now, we have the same place, but about 10 years later.


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