POV-Ray : Newsgroups : povray.general : Making a Statue Look Real Server Time
15 Nov 2024 07:14:02 EST (-0500)
  Making a Statue Look Real (Message 1 to 8 of 8)  
From: John M  Dlugosz
Subject: Making a Statue Look Real
Date: 21 Feb 1999 21:56:33
Message: <36d0c761.0@news.povray.org>
I posted some test renders, using the "stones1.inc" textures, on
http://www.dlugosz.com/POV/compare/compare.html .

None of them really look right, as they are designed to give pretty patterns
and a statue is usually made from clean stone.  Otherwise it looks like some
kind of bad skin disease or a very dirty body stocking!

Something with variations in brightness but not color just looks confusing
as it gets mixed up with the shadows and shading that give the illusion of
shape in the first place.

Plain white looks funny, too.  Rather, it doesn't look like stone, but
plastic or an obvious CG image.

So I'll give Texture Magic a try (any other suggestions on software or
tutorials?  I'm using Windows NT 4), but I still don't know what it =ought=
to look like.

So, any specific suggestions on what attributes I need?  Any examples of
real looking statues around?

--John


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From: Ron Parker
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 12:45:07
Message: <36d197a3.0@news.povray.org>
On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
>Plain white looks funny, too.  Rather, it doesn't look like stone, but
>plastic or an obvious CG image.

I saw a cool SIGGRAPH paper on texturing by "accessibility".  What 
you want is for less accessible areas of the sculpture to be darker,
as they would have accumulated more dirt over the years that couldn't
easily be cleaned away by nature or by human agents.  The paper I
read gave some neat ideas for generating such textures for meshes
and heightfield objects, but it looked slow.  On top of that, 
you'd basically need to use a UV map of some sort to apply it to
a mesh.


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From: Robert J Becraft
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 13:27:18
Message: <36D1A192.1EFCE7D4@aol.com>
It may be possible to simulate this kind of thing by using two copies of the
object.  The first has the brighter colors for the accessable areas, the second
is a darker color.
Both are centered, but the darker copy is scaled slightly smaller than the
brighter copy.  Depending on the veiw angle and how the scaling is done, this
could give darker portions in just those areas you would expect darker areas.  My
inclination is that the scaling would need to be one of the three vectors, not
all of them.  (ex: "...scale <1,.999,1>...").

Ron Parker wrote:

> On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
> >Plain white looks funny, too.  Rather, it doesn't look like stone, but
> >plastic or an obvious CG image.
>
> I saw a cool SIGGRAPH paper on texturing by "accessibility".  What
> you want is for less accessible areas of the sculpture to be darker,
> as they would have accumulated more dirt over the years that couldn't
> easily be cleaned away by nature or by human agents.  The paper I
> read gave some neat ideas for generating such textures for meshes
> and heightfield objects, but it looked slow.  On top of that,
> you'd basically need to use a UV map of some sort to apply it to
> a mesh.


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From: Lars W 
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 17:43:49
Message: <36D1DDB5.9432B9BD@snafu.de>
Hi

Maybe you can put an stone texture on your sculpture, and then a spherical
semitransparent texture which
simultates dust on the the statue, and dont forget some Bump Mapping, does not have
to be much, but it gives
a bit more structure, or when it should be completly even, use a littlebit reflection
and put any texturing Feature
onto the Statue you can find in Povray, that makes allways a good look.

greetings Lars

E-Mail : lar### [at] snafude
Page : www.snafu.de/~lars.wolter

Robert J Becraft schrieb:

> It may be possible to simulate this kind of thing by using two copies of the
> object.  The first has the brighter colors for the accessable areas, the second
> is a darker color.
> Both are centered, but the darker copy is scaled slightly smaller than the
> brighter copy.  Depending on the veiw angle and how the scaling is done, this
> could give darker portions in just those areas you would expect darker areas.  My
> inclination is that the scaling would need to be one of the three vectors, not
> all of them.  (ex: "...scale <1,.999,1>...").
>
> Ron Parker wrote:
>
> > On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
> > >Plain white looks funny, too.  Rather, it doesn't look like stone, but
> > >plastic or an obvious CG image.
> >
> > I saw a cool SIGGRAPH paper on texturing by "accessibility".  What
> > you want is for less accessible areas of the sculpture to be darker,
> > as they would have accumulated more dirt over the years that couldn't
> > easily be cleaned away by nature or by human agents.  The paper I
> > read gave some neat ideas for generating such textures for meshes
> > and heightfield objects, but it looked slow.  On top of that,
> > you'd basically need to use a UV map of some sort to apply it to
> > a mesh.


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From: Lars W 
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 17:46:34
Message: <36D1DDD1.F6904A0D@snafu.de>
Hi

Maybe you can put an stone texture on your sculpture, and then a spherical
semitransparent texture which
simultates dust on the the statue, and dont forget some Bump Mapping, does not have
to be much, but it gives
a bit more structure, or when it should be completly even, use a littlebit reflection
and put any texturing Feature
onto the Statue you can find in Povray, that makes allways a good look.

greetings Lars

E-Mail : lar### [at] snafude
Page : www.snafu.de/~lars.wolter

Robert J Becraft schrieb:

> It may be possible to simulate this kind of thing by using two copies of the
> object.  The first has the brighter colors for the accessable areas, the second
> is a darker color.
> Both are centered, but the darker copy is scaled slightly smaller than the
> brighter copy.  Depending on the veiw angle and how the scaling is done, this
> could give darker portions in just those areas you would expect darker areas.  My
> inclination is that the scaling would need to be one of the three vectors, not
> all of them.  (ex: "...scale <1,.999,1>...").
>
> Ron Parker wrote:
>
> > On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom> wrote:
> > >Plain white looks funny, too.  Rather, it doesn't look like stone, but
> > >plastic or an obvious CG image.
> >
> > I saw a cool SIGGRAPH paper on texturing by "accessibility".  What
> > you want is for less accessible areas of the sculpture to be darker,
> > as they would have accumulated more dirt over the years that couldn't
> > easily be cleaned away by nature or by human agents.  The paper I
> > read gave some neat ideas for generating such textures for meshes
> > and heightfield objects, but it looked slow.  On top of that,
> > you'd basically need to use a UV map of some sort to apply it to
> > a mesh.


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From: John M  Dlugosz
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 19:09:01
Message: <36d1f19d.0@news.povray.org>
Well, the SUPERPATCH does U-V mapping, and Poser has templates for same.  So
that's not out of the question.

Good point about how a statue ends up looking over time... I need an antique
finish to make it look "real", not just the right simulation of the stone!

Ron Parker wrote in message <36d197a3.0@news.povray.org>...
>On Sun, 21 Feb 1999 20:56:27 -0600, John M. Dlugosz <joh### [at] dlugoszcom>
wrote:
>>Plain white looks funny, too.  Rather, it doesn't look like stone, but
>>plastic or an obvious CG image.
>
>I saw a cool SIGGRAPH paper on texturing by "accessibility".  What
>you want is for less accessible areas of the sculpture to be darker,
>as they would have accumulated more dirt over the years that couldn't
>easily be cleaned away by nature or by human agents.  The paper I
>read gave some neat ideas for generating such textures for meshes
>and heightfield objects, but it looked slow.  On top of that,
>you'd basically need to use a UV map of some sort to apply it to
>a mesh.
>


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From: John M  Dlugosz
Subject: Re: Making a Statue Look Real
Date: 22 Feb 1999 19:11:04
Message: <36d1f218.0@news.povray.org>
Lars W. wrote in message <36D1DDD1.F6904A0D@snafu.de>...
> any texturing Feature
>onto the Statue you can find in Povray, that makes allways a good look.



I don't understand what you mean.


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From: Lars W 
Subject: Re: Making a Statue Look Real
Date: 23 Feb 1999 16:39:09
Message: <36D32011.AD331B1C@snafu.de>
Hi
i Think in POV-Code it have to look like this

object { Statue

texture { Your Primary Texture } // Some Stone Thing

texture {
  spherical
  turbulence 0.3
  color_map {
        [ 0 color White filter 1 ]  // could be possible that you have to
change those too for the right direction, i always forget
        [ 1 color Gray50 filter 0.75]  // the way they should be arranged
:-)
       }
   }

}
put this as an texture above your others, and adjust the scaling, so that
the outer areas are only the original texture color
and the inner carves of the Statue look a bit darker and maybe dirty. ( i
hope this is what you wan't )

greetings Lars

"John M. Dlugosz" schrieb:

> Lars W. wrote in message <36D1DDD1.F6904A0D@snafu.de>...
> > any texturing Feature
> >onto the Statue you can find in Povray, that makes allways a good look.
>
> I don't understand what you mean.


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