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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
Post a reply to this message
Attachments:
Download 'workbench9.png' (3809 KB)
Preview of image 'workbench9.png'
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"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/
Post a reply to this message
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"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.
Post a reply to this message
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"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
Post a reply to this message
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"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.
Post a reply to this message
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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.
Post a reply to this message
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