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Currently I am in the process of making a scene with a chess board on a
table, with two chairs, and a lamp (among other things) inside of a
small cottage. I have a window next to the ChessBoard on the wall. The
problem is that Pov-Ray does not have any pattern for rock (while it
does have brick) and I want to make a rock type of house and want to
know if there is a fairly easy way of doing it.
I thought of adding turbulence to the brick to get a rocky appearence,
but I haven't tried it yet because I wanted your opinions.
Also, if there is a tutorial on making good wood surfaces, I'd like to
see it....
Any help would be greatly apreciated!
Tim Soderstrom
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Check out the stones2.inc textures. Something like that could look like
small stones cobbled together.
I've used a "crackle" pattern for an eggshell, and for dried mud flats. In
the eggshell I used the crackle (random tiled polygons) with transparent
areas so the inside showed through; use the same thing for a layered texture
so the morter shows up along the lines.
--John
Tim Soderstrom wrote in message <36CF998E.AA21A826@sitc.net>...
>Currently I am in the process of making a scene with a chess board on a
>table, with two chairs, and a lamp (among other things) inside of a
>small cottage. I have a window next to the ChessBoard on the wall. The
>problem is that Pov-Ray does not have any pattern for rock (while it
>does have brick) and I want to make a rock type of house and want to
>know if there is a fairly easy way of doing it.
>
>I thought of adding turbulence to the brick to get a rocky appearence,
>but I haven't tried it yet because I wanted your opinions.
>
>Also, if there is a tutorial on making good wood surfaces, I'd like to
>see it....
>
>Any help would be greatly apreciated!
>
>Tim Soderstrom
>
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Thanks for the help - I could benefit from reading the docs about texturing
(well and using Normal patterns for that matter). On that note, what you say
sounds like it would work perfectly, except the stones won't appear to be
sticking out if I put a texture over a rock texture. I was thinking to solve
that problem of creating a normal map on the rock (first texture). The only
normal map I've used is ripples, so, would I just use the same pigment
parameters for the normal section of the texture?
Again, I apreciate the help, because I don't really have the skills yet to make
fairly decent textures just yet, heh :)
Tim Soderstrom
"John M. Dlugosz" wrote:
> Check out the stones2.inc textures. Something like that could look like
> small stones cobbled together.
>
> I've used a "crackle" pattern for an eggshell, and for dried mud flats. In
> the eggshell I used the crackle (random tiled polygons) with transparent
> areas so the inside showed through; use the same thing for a layered texture
> so the morter shows up along the lines.
>
> --John
>
> Tim Soderstrom wrote in message <36CF998E.AA21A826@sitc.net>...
> >Currently I am in the process of making a scene with a chess board on a
> >table, with two chairs, and a lamp (among other things) inside of a
> >small cottage. I have a window next to the ChessBoard on the wall. The
> >problem is that Pov-Ray does not have any pattern for rock (while it
> >does have brick) and I want to make a rock type of house and want to
> >know if there is a fairly easy way of doing it.
> >
> >I thought of adding turbulence to the brick to get a rocky appearence,
> >but I haven't tried it yet because I wanted your opinions.
> >
> >Also, if there is a tutorial on making good wood surfaces, I'd like to
> >see it....
> >
> >Any help would be greatly apreciated!
> >
> >Tim Soderstrom
> >
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A possibility that comes to mind is the superellipsoid object. It will
give you uniform block shapes like a brick but with more rounded edges.
Make your structure with the superellipsoid object then use the stone
pigments to give it the right color patterns. You can then use something
like a granite normal to beat the heck out of the surfaces of the objects
to make them look more like rough hewn stone than saw cut stone.
As far as what type of pattern depends on what you want to achieve. I have
found it difficult to make the normal pattern to match the pigment pattern.
and most of the time it matters not.
For a rough surface using a normal this is an example of "one" way to do
it on a roughly 2 pov units scale superellipsoid object. Remember this is
a very rough surface like a fine pebble beach. Changing the frequency,
scale, and number of granite patterns per pov unit will change how it
appears. Larger numbers do not always make larger effects as you would
think they would. Some patterns are not treated like pigment patterns
are and will be changed by Pov inside a normal statement. The types affected
are listed in the docs.
camera{location<0,0,-4>look_at y*.25}
light_source{<0,0,-39>rgb 1}
background{rgb .7}
superellipsoid{<0.1,0.15>
pigment{rgb<.5,.34,.2>}
normal{granite 3 frequency 10 scale .02}
finish{ambient .3 diffuse .42}}
In the group povray.announce.frequently-asked-questions is a list of
tutorials I posted recently. There is a good one listed that explains
in good detail using the brick pattern and how to vary the appearence,
finish, and composition. Also in that list is a great tutorial on using
the wood pigment pattern and offers graphic examples to illustrate their
use.
Tim Soderstrom wrote:
>
> Thanks for the help - I could benefit from reading the docs about texturing
> (well and using Normal patterns for that matter). On that note, what you say
> sounds like it would work perfectly, except the stones won't appear to be
> sticking out if I put a texture over a rock texture. I was thinking to solve
> that problem of creating a normal map on the rock (first texture). The only
> normal map I've used is ripples, so, would I just use the same pigment
> parameters for the normal section of the texture?
>
> Again, I apreciate the help, because I don't really have the skills yet to make
> fairly decent textures just yet, heh :)
>
> Tim Soderstrom
>
> "John M. Dlugosz" wrote:
>
> > Check out the stones2.inc textures. Something like that could look like
> > small stones cobbled together.
> >
> > I've used a "crackle" pattern for an eggshell, and for dried mud flats. In
> > the eggshell I used the crackle (random tiled polygons) with transparent
> > areas so the inside showed through; use the same thing for a layered texture
> > so the morter shows up along the lines.
> >
> > --John
> >
> > Tim Soderstrom wrote in message <36CF998E.AA21A826@sitc.net>...
> > >Currently I am in the process of making a scene with a chess board on a
> > >table, with two chairs, and a lamp (among other things) inside of a
> > >small cottage. I have a window next to the ChessBoard on the wall. The
> > >problem is that Pov-Ray does not have any pattern for rock (while it
> > >does have brick) and I want to make a rock type of house and want to
> > >know if there is a fairly easy way of doing it.
> > >
> > >I thought of adding turbulence to the brick to get a rocky appearence,
> > >but I haven't tried it yet because I wanted your opinions.
> > >
> > >Also, if there is a tutorial on making good wood surfaces, I'd like to
> > >see it....
> > >
> > >Any help would be greatly apreciated!
> > >
> > >Tim Soderstrom
> > >
--
Ken Tyler
mailto://tylereng@pacbell.net
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there was a bricks macro here some time ago. look in .source-files..
--
//Spider
( spi### [at] bahnhofse ) [ http://www.bahnhof.se/~spider/ ]
#declare life = rand(seed(42))*sqrt(-1);
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The images I'm talking about can be found at
http://www.dlugosz.com/Artwork/gallary_1.html . Specifically, I'm thinking
of egg1.9 for the specific tequnique, and the ground of soap1 for what it
might do.
Tim Soderstrom wrote in message <36D054E5.9DD11087@sitc.net>...
>Thanks for the help - I could benefit from reading the docs about texturing
>(well and using Normal patterns for that matter). On that note, what you
say
>sounds like it would work perfectly, except the stones won't appear to be
>sticking out if I put a texture over a rock texture. I was thinking to
solve
>that problem of creating a normal map on the rock (first texture). The only
>normal map I've used is ripples, so, would I just use the same pigment
>parameters for the normal section of the texture?
Years ago, there was a file called "Brick Kit" which said to use an image
map for the wall/floor (examples were brick wall and parquet floor), and
then using manipulation in a paint program create a bump map from the same
image. I suppose a height field would be better if the edge showed of if
read 3-D were necessary for whatever reason.
So, in 3.1 can arbitrary patterns be used as a heightfield or bump map? I
think the Superpatch has something like that for sure.
My idea is to use a "crackle" function to generate a texture layer that has
morter and transparent spots for the stones. Put a stone texture under
that. Use the same function to make the stones stick out.
If that's too complex, do it in multiple steps and wind up with an image map
and matching heightfield.
--John
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On Sun, 21 Feb 1999 20:23:06 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
>So, in 3.1 can arbitrary patterns be used as a heightfield or bump map? I
>think the Superpatch has something like that for sure.
3.1 can use them for a bump map (it's just a normal pattern) but not for a
heightfield. The superpatch can use them for a heightfield; see the last
two images on http://www2.fwi.com/~parkerr/crackle.html for some ideas
using procedural heightfields and the new crackle stuff. Unfortunately,
I've lost the code to all those examples, but it should be easy enough
to recreate.
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