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Hi all
I want to model a floor covered with tiles arranged in rows, like the
checkered pattern, but with mortar seams like the brick pattern.
Should be easy, but how do I do this?
Frans
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F.VERBAAS wrote:
> Hi all
>
> I want to model a floor covered with tiles arranged in rows, like the
> checkered pattern, but with mortar seams like the brick pattern.
> Should be easy, but how do I do this?
>
> Frans
It is very easy ! Take a look at the example pov scene
called whiltile.pov that comes with POV-Ray. I couldn't
describe it any better than the pov teams example has.
Ken
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Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
> It is very easy ! Take a look at the example pov scene
>called whiltile.pov that comes with POV-Ray
Ok, I should have been more precise. I was looking for something in the form
of a pattern, similar to brick, but not staggered.
I hoped someone would know a sneeky oblique section trough the brick
pattern, or a special combination of the parametes for the quilted pattern.
I experimented with those, but found no answer.
The 'whilitile' example you mention uses a separate object for each tile.
Great for close-ups and tiles in fancy patterns, but my current project
features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m ( 64/m2),
that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but in this
case I need my sparse RAM for other purposes.
If not, I will rest with a layered texture with two crossing top layers
giving the mortar lines on a transparant 'sheet', and the tile pigment as
the background. This gives only a moderate overhead.
Frans
p.s.
While typing this, another solution springs to my mind: CSG the floor box
with a grid of cylinders in mortar texture. This would be an intermediate
solution, giving both shape and texture at the sacrifice of speed and
memory.
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Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
> It is very easy ! Take a look at the example pov scene
>called whiltile.pov that comes with POV-Ray
Ok, I should have been more precise. I was looking for something in the form
of a pattern, similar to brick, but not staggered.
I hoped someone would know a sneeky oblique section trough the brick
pattern, or a special combination of the parametes for the quilted pattern.
I experimented with those, but found no answer.
The 'whilitile' example you mention uses a separate object for each tile.
Great for close-ups and tiles in fancy patterns, but my current project
features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m ( 64/m2),
that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but in this
case I need my sparse RAM for other purposes.
If not, I will rest with a layered texture with two crossing top layers
giving the mortar lines on a transparant 'sheet', and the tile pigment as
the background. This gives only a moderate overhead.
Thanks for responding anyway.
Frans
p.s.
While typing this, another solution springs to my mind: CSG the floor box
with a grid of cylinders in mortar texture. This would be an intermediate
solution, giving both shape and texture at the sacrifice of speed and
memory.
Post a reply to this message
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F.VERBAAS wrote:
> Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
>
> > It is very easy ! Take a look at the example pov scene
> >called whiltile.pov that comes with POV-Ray
>
> Ok, I should have been more precise. I was looking for something in the form
> of a pattern, similar to brick, but not staggered.
> I hoped someone would know a sneeky oblique section trough the brick
> pattern, or a special combination of the parametes for the quilted pattern.
> I experimented with those, but found no answer.
>
> The 'whilitile' example you mention uses a separate object for each tile.
> Great for close-ups and tiles in fancy patterns, but my current project
> features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m ( 64/m2),
> that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but in this
> case I need my sparse RAM for other purposes.
>
> If not, I will rest with a layered texture with two crossing top layers
> giving the mortar lines on a transparant 'sheet', and the tile pigment as
> the background. This gives only a moderate overhead.
>
> Frans
> p.s.
> While typing this, another solution springs to my mind: CSG the floor box
> with a grid of cylinders in mortar texture. This would be an intermediate
> solution, giving both shape and texture at the sacrifice of speed and
> memory.
There was a scene I did once where I wanted gold plated like
cross hatched floor tiles.
What I ended up doing was to create the pattern I wanted using
pov primitives. I set the camera so it was viewed at center with only
ambient lighting.
I then rendered the scene and used that for a tiled image map and
a bump map for the real floor. If you don't use the once option it will
repeat continuosly. Just make sure you rotate the image map the right
direction.
For the bump map I made a copy of the image map and converted
it to greyscale. It looked pretty realist once done.
You could also try making a repeating pattern and render it using the
hf_gray
setting then use it for a tiled height_field. Maybe a brick pigment using white
and gray. Then use a regular brick pigment/texture on it afterward.
Just a thought anyway.
That bricks pattern seen on povray.binaries.images looks pretty interesting
and the source was just posted for that today. I didn't look to see how it
was done though.
Ken
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F.VERBAAS wrote:
>
> I want to model a floor covered with tiles arranged in rows, like the
> checkered pattern, but with mortar seams like the brick pattern.
> Should be easy, but how do I do this?
If memory is the main concern, perhaps you could use a suitable
texture map, eg:
#declare TilesSlope = slope_map {[0 <0, 0>] [.04 <.7, 2>] [.06 <1, 0>]}
#declare TilesNormal = normal {average normal_map {
[1 marble slope_map {TilesSlope}]
[1 marble slope_map {TilesSlope} rotate y * 90]}
}
#declare Mortar = texture {
pigment {granite color_map {[0 rgb .3] [1 rgb .5]} scale .5}
normal {average normal_map {[1 granite -.5] [1 TilesNormal]}}
}
#declare Tiles = texture {
pigment {wrinkles color_map {[.6 rgb 1] [1 rgb .8]} scale .5}
normal {average normal_map {[1 bumps .1 scale 2] [1 TilesNormal]}}
finish {reflection .6 specular .3 roughness .025}
}
plane {y, 0
texture {marble texture_map {
[.05 Mortar]
[.05 marble texture_map {[.05 Mortar] [.05 Tiles]}
rotate y * 90]}
}
}
camera {location <1, 4, -2> look_at <0, 0, 0>}
light_source {<-50, 150, -75> rgb 1.5}
I've used marble, rather than gradient, so the normals and pigments
automatically mirror themselves on both sides of the tiles. Also, in
order to apply the TilesNormal to the entire mapped texture, I've
averaged it with the normals of each of the sub-textures. Finally, if
the texture you choose for the Tiles wraps across adjacent tiles too
obviously, you might want to use two repeat warps (in the x and z
directions) with suitable offsets.
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F.VERBAAS wrote:
> Ken heeft geschreven in bericht <35F70500.9F239314@pacbell.net>...
>
> > It is very easy ! Take a look at the example pov scene
> >called whiltile.pov that comes with POV-Ray
>
> Ok, I should have been more precise. I was looking for something in
> the form
> of a pattern, similar to brick, but not staggered.
> I hoped someone would know a sneeky oblique section trough the brick
> pattern, or a special combination of the parametes for the quilted
> pattern.
> I experimented with those, but found no answer.
>
> The 'whilitile' example you mention uses a separate object for each
> tile.
> Great for close-ups and tiles in fancy patterns, but my current
> project
> features a 10*8 metres floor in and tiles of 0.125 m * 0.125 m (
> 64/m2),
> that gives 10*8*64 = 5120 objects, plus 1 for the mortar. Sorry, but
> in this
> case I need my sparse RAM for other purposes.
>
> If not, I will rest with a layered texture with two crossing top
> layers
> giving the mortar lines on a transparant 'sheet', and the tile pigment
> as
> the background. This gives only a moderate overhead.
>
> Frans
> p.s.
> While typing this, another solution springs to my mind: CSG the floor
> box
> with a grid of cylinders in mortar texture. This would be an
> intermediate
> solution, giving both shape and texture at the sacrifice of speed and
> memory.
Hi,
I recently did a scene with tiled sidewalk and had a similar problem.
But this is really not difficult: the brick pattern is only staggered
along the XZ plane. When applied to a horisontal surface, it looks just
like checker - but with mortar.
As for the normal - average together two perpendicular gradient patterns
with slope_map to get a grid-like pattern (I think Chris describes this
in his reply). There is a problem here, though: you have to translate
the normal patter a bit in the XZ direction, or it won't match the
mortar excactly.
I hope this helps.
Margus
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kala heeft geschreven in bericht <35FD37A5.861FFC69@peak.edu.ee>...
>But this is really not difficult: the brick pattern is only staggered
>along the XZ plane. When applied to a horisontal surface, it looks just
>like checker - but with mortar.
Aaaaah. (red face, moving about on his chair). That was why I feared it was
a STUPID question!
Thanks anyway
Frans
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Chris Colefax heeft geschreven in bericht
<35FC9190.B3CB80C1@geocities.com>...
>If memory is the main concern, perhaps you could use a suitable
>texture map, eg:
>
.....and a fine piece of code.
I was already working in the same direction.
Thanks anyway.
Frans
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