POV-Ray : Newsgroups : povray.general : Feature request - Texture modifiers Server Time
5 Nov 2024 05:23:19 EST (-0500)
  Feature request - Texture modifiers (Message 1 to 9 of 9)  
From: Rune S  Johansen
Subject: Feature request - Texture modifiers
Date: 19 Jul 1999 21:00:03
Message: <3793ca13@news.povray.org>
I read a message by SamuelT.

He requested a feature to be able to multiply,
add, subtract, and difference, etc. pigments
and normals the following way:

add {
 pigment{wood}
 pigment{gradient y}
}

If that is possible, why not take it a step further?
What about being able to treat textures, pigments, and normals almost like
vectors?

Examples:

object {
 My_object
 pigment {
  pigment{wood} + pigment{gradient y}
 }
}

#declare Texture3 =
texture { ( Texture1 - 0.3 ) * Texture2 + 0.6 }

#declare LowBumps =
normal { HighBumps / 5 }

This is not at all a complete and finished idea.
Just something I thought might turn into something useful.

Would it be possible?

Greetings,

Rune S. Johansen

---
Visit The RSJ Website at http://welcome.to/rsj
for 3D images including still lives, dragons,
mathematical shapes, and more. Stereograms,
tutorials, The POV Desktop Theme, all the jokes
"you know you have been raytracing too long when",
miscellaneous other things, and a lot of fun!


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From: SamuelT 
Subject: Re: Feature request - Texture modifiers
Date: 20 Jul 1999 00:15:44
Message: <3793F89C.8A256B75@aol.com>
You may be happy to know (I know I am) that with the help of the new
superpatch, this kind of stuff is possible. You can do stuff like this:

#declare P1=function{
 pigment{crackle}
}

#declare P2=function{
 pigment{gradient y sine_wave}
}

sphere<0,0,0>,1
 pigment{
  function P1(x,y,z)+P2(x,y,z)
 }
}

Samuel Benge

"Rune S. Johansen" wrote:

> I read a message by SamuelT.
>
> He requested a feature to be able to multiply,
> add, subtract, and difference, etc. pigments
> and normals the following way:
>
> add {
>  pigment{wood}
>  pigment{gradient y}
> }
>
> If that is possible, why not take it a step further?
> What about being able to treat textures, pigments, and normals almost like
> vectors?
>
> Examples:
>
> object {
>  My_object
>  pigment {
>   pigment{wood} + pigment{gradient y}
>  }
> }
>
> #declare Texture3 =
> texture { ( Texture1 - 0.3 ) * Texture2 + 0.6 }
>
> #declare LowBumps =
> normal { HighBumps / 5 }
>
> This is not at all a complete and finished idea.
> Just something I thought might turn into something useful.
>
> Would it be possible?
>
> Greetings,
>
> Rune S. Johansen
>
> ---
> Visit The RSJ Website at http://welcome.to/rsj
> for 3D images including still lives, dragons,
> mathematical shapes, and more. Stereograms,
> tutorials, The POV Desktop Theme, all the jokes
> "you know you have been raytracing too long when",
> miscellaneous other things, and a lot of fun!


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From: Margus Ramst
Subject: Re: Feature request - Texture modifiers
Date: 20 Jul 1999 09:26:03
Message: <37947909.F7389FBB@peak.edu.ee>
Won't it be slow?
(Sorry, can't test now; got ~3 day render running...)

Margus

"SamuelT." wrote:
> 
> You may be happy to know (I know I am) that with the help of the new
> superpatch, this kind of stuff is possible. You can do stuff like this:
> 
> #declare P1=function{
>  pigment{crackle}
> }
> 
> #declare P2=function{
>  pigment{gradient y sine_wave}
> }
> 
> sphere<0,0,0>,1
>  pigment{
>   function P1(x,y,z)+P2(x,y,z)
>  }
> }
> 
> Samuel Benge
>


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From: Ron Parker
Subject: Re: Feature request - Texture modifiers
Date: 20 Jul 1999 11:00:33
Message: <37948f11@news.povray.org>
On Tue, 20 Jul 1999 16:26:33 +0300, Margus Ramst wrote:
>Won't it be slow?

Somewhat, yes, though it's the fastest implementation that's feasible 
for such a feature unless someone wanted to write a  JIT compiler for
every platform on which POV runs.  The real problem is that it operates 
on scalar pattern values rather than on vector colors, so it's not quite 
exactly what was requested.


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From: TonyB
Subject: Re: Feature request - Texture modifiers
Date: 20 Jul 1999 22:55:26
Message: <3795285F.A83EC1BB@panama.phoenix.net>
> (Sorry, can't test now; got ~3 day render running...)

Can you make something clear to me? When I render, I leave the machine alone.
Why? Because every time I use a program, it slows down the rendering. When I
am done using the program, POV remains painfully slow. I don't like this, so
I leave POV alone. Why is it that everybody else here just leaves POV
rendering, but keeps using their machine like business as usual? Does this
slow-down not happen to you? Please tell me...

--
Anthony L. Bennett
http://welcome.to/TonyB

Graphics rendered
by the Dreamachine.


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From: Nieminen Mika
Subject: Re: Feature request - Texture modifiers
Date: 21 Jul 1999 01:30:59
Message: <37955b13@news.povray.org>
TonyB <ben### [at] panamaphoenixnet> wrote:
: Can you make something clear to me? When I render, I leave the machine alone.
: Why? Because every time I use a program, it slows down the rendering. When I
: am done using the program, POV remains painfully slow. I don't like this, so
: I leave POV alone. Why is it that everybody else here just leaves POV
: rendering, but keeps using their machine like business as usual? Does this
: slow-down not happen to you? Please tell me...

  I haven't noticed this post-slowdown.

  I usually have the render priority set to the highest. If I want to use
other programs I set it lower and when I finish I set it back to the highest.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Feature request - Texture modifiers
Date: 21 Jul 1999 01:34:50
Message: <37955B80.981296C6@pacbell.net>
Nieminen Mika wrote:
> 
> TonyB <ben### [at] panamaphoenixnet> wrote:
> : Can you make something clear to me? When I render, I leave the machine alone.
> : Why? Because every time I use a program, it slows down the rendering. When I
> : am done using the program, POV remains painfully slow. I don't like this, so
> : I leave POV alone. Why is it that everybody else here just leaves POV
> : rendering, but keeps using their machine like business as usual? Does this
> : slow-down not happen to you? Please tell me...
> 
>   I haven't noticed this post-slowdown.
> 
>   I usually have the render priority set to the highest. If I want to use
> other programs I set it lower and when I finish I set it back to the highest.

  I use the same proceedure except I use normal for my render priority
instead of lower. It makes Netscape a little jerky but the render speed
remains largely unnaffected.

-- 
Ken Tyler
  
mailto://tylereng@pacbell.net
http://home.pacbell.net/tylereng/links.htm


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From: Nieminen Mika
Subject: Re: Feature request - Texture modifiers
Date: 21 Jul 1999 01:43:19
Message: <37955df7@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
:   I use the same proceedure except I use normal for my render priority
: instead of lower.

  I didn't say that I set it _to_ "lower". I just said that I set it lower.
Usually to "normal" or "high". :)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Margus Ramst
Subject: Re: Feature request - Texture modifiers
Date: 21 Jul 1999 07:11:23
Message: <3795AAFE.E3F83117@peak.edu.ee>
Leaving the machine alone for 3 days is not an option for me, there is other
work to be done. When I use Word, I often leave POV's render priority to
"highest" - looks quite funny...
I'm not sure about any slowdown, rendering is painfully slow either way :)

Margus

TonyB wrote:
> 
> Can you make something clear to me? When I render, I leave the machine alone.
> Why? Because every time I use a program, it slows down the rendering. When I
> am done using the program, POV remains painfully slow. I don't like this, so
> I leave POV alone. Why is it that everybody else here just leaves POV
> rendering, but keeps using their machine like business as usual? Does this
> slow-down not happen to you? Please tell me...
> 
> --
> Anthony L. Bennett
> http://welcome.to/TonyB
> 
> Graphics rendered
> by the Dreamachine.


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