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Help! I am working on a model of a castle in POV, and I need to get a good
texture to put on my stones. I'm not sure what would work best. I don't
really want to go with a texture_map because it's way to flat, and I want a
texture texture, not a color texture, something like a heightfield slapped
on a box. Any ideas?
Chris Capel
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Chris,
You mean a texture with a normal modifier, look for 'normals' in the
help.
Graham.
Chris Capel wrote:
>
> Help! I am working on a model of a castle in POV, and I need to get a good
> texture to put on my stones. I'm not sure what would work best. I don't
> really want to go with a texture_map because it's way to flat, and I want a
> texture texture, not a color texture, something like a heightfield slapped
> on a box. Any ideas?
>
> Chris Capel
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Or if you're willing to go REALLY overboard and do a "Gilles Tran" ;-) then
you could get the Isosurface patch and make the normals actually perturb the
surface :)
Like in that great image of his, "The Lair" (see TBOB, "The Nowhere
Creatures", "The Lair") where he used superellipsoids with perturbed
surfaces... EXCELLENT WORK!
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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Sorry, I don't think it was surface perturbed...
(Just checked the website, it's actually just a normal modifier)
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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No it wasn't... "crackle" or "agate" normals can give good results for
stones I think.
I used 3D noise a couple of times, though, like in "Moving out"
http://www.mediaport.net/Artichaud/Tran/gtp174e.htm
on the eggs and the ground (it's barely noticeable on the eggs). AFIK,
it's the closed thing to displacement maps we have in Pov and it takes
tiiiiiiiime to render.
Gilles
Lance Birch wrote:
> Sorry, I don't think it was surface perturbed...
>
> (Just checked the website, it's actually just a normal modifier)
>
> --
> Lance.
>
> ---
> For the latest 3D Studio MAX plug-ins, images and much more, go to:
> The Zone - http://come.to/the.zone
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I'm starting to think that maybe the best thing to do is to make some sort
heightfield and scale it to the sides of the box. That way, it will be
_REAL_ bumps, and I can use normals and layered textures and pigment maps to
get it just the way I need it.
Chris Capel
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Chris Capel wrote:
>
> I'm starting to think that maybe the best thing to do is to make some sort
> heightfield and scale it to the sides of the box. That way, it will be
> _REAL_ bumps, and I can use normals and layered textures and pigment maps to
> get it just the way I need it.
>
> Chris Capel
It is often the case where normals and textures fall short of a true
mechanical surface. Normals for instance are not a true rough surface
but instead a virtual effect. There are attributes that a true mechanicaly
roughend surface cannot be replaced with by other means and the master of
the art knows when it's time to go the extra step for added realism.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Yep, bring in the Isosurface Patch I say!!! :)
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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