POV-Ray : Newsgroups : povray.general : stains, rust, etc (newbie question) Server Time
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  stains, rust, etc (newbie question) (Message 1 to 9 of 9)  
From: Derek Zahn
Subject: stains, rust, etc (newbie question)
Date: 6 Sep 1999 21:56:39
Message: <37d470d7@news.povray.org>
Hello all!

I decided the other day to actually try making an image (for IRTC) with
povray and have been having a great deal of fun trying to figure out how to
make all this stuff work.  There's one thing in particular that is bothering
me and any pointers would be appreciated.  Suppose I have some kind of
complicated shape like a lamp or an apple and I want to put a stain or some
rust or oil or something on it.  How is that done?

Thanks in advance!

derek


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From: Bob Hughes
Subject: Re: stains, rust, etc (newbie question)
Date: 6 Sep 1999 22:11:59
Message: <37d4746f@news.povray.org>
Layered textures, to answer simply.  Take a look at the Doc covering
them, use that to overlay a partially rusty or oil film texture over
another. The first texture is base and all others usually contain
filtered or transmitted color with at least some clear parts and some
opaque parts for example.

Bob

Derek Zahn <der### [at] uswestnet> wrote in message
news:37d470d7@news.povray.org...
> Hello all!
>
> I decided the other day to actually try making an image (for IRTC)
with
> povray and have been having a great deal of fun trying to figure out
how to
> make all this stuff work.  There's one thing in particular that is
bothering
> me and any pointers would be appreciated.  Suppose I have some kind
of
> complicated shape like a lamp or an apple and I want to put a stain
or some
> rust or oil or something on it.  How is that done?
>
> Thanks in advance!
>
> derek
>
>
>


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From: Chris Huff
Subject: Re: stains, rust, etc (newbie question)
Date: 7 Sep 1999 07:46:51
Message: <37D4FB73.5AA25CDA@compuserve.com>
And don't forget that in layered textures that upper layers only
transmit lower ones, layered textures won't filter. So use transmit,
just in case this behavior changes in the future, and filter does what
would be expected.


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From: Derek Zahn
Subject: Re: stains, rust, etc (newbie question)
Date: 7 Sep 1999 10:29:13
Message: <37d52139@news.povray.org>
Thanks to Bob and Chris for your help!  In many instances this seems to do
what I want!

derek

Chris Huff wrote in message <37D4FB73.5AA25CDA@compuserve.com>...
>And don't forget that in layered textures that upper layers only
>transmit lower ones, layered textures won't filter. So use transmit,
>just in case this behavior changes in the future, and filter does what
>would be expected.
>


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From: Simon de Vet
Subject: Re: stains, rust, etc (newbie question)
Date: 7 Sep 1999 18:04:57
Message: <37D58C09.84B9CB72@istar.ca>
Derek Zahn wrote:

> Thanks to Bob and Chris for your help!  In many instances this seems to do
> what I want!

The problem with these techniques is that the rust/stains are randomly located
(more or less).. doesn't work well for rust on the edge of a car door, or a
stain below a dripping faucet.

In cases where stains must be precisely located, try an imagemap, or model
them directly (blobs for rust, maybe...)


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From: Ken
Subject: Re: stains, rust, etc (newbie question)
Date: 7 Sep 1999 18:10:44
Message: <37D58D0B.67D9AC92@pacbell.net>
Simon de Vet wrote:
> 
> Derek Zahn wrote:
> 
> > Thanks to Bob and Chris for your help!  In many instances this seems to do
> > what I want!
> 
> The problem with these techniques is that the rust/stains are randomly located
> (more or less).. doesn't work well for rust on the edge of a car door, or a
> stain below a dripping faucet.
> 
> In cases where stains must be precisely located, try an imagemap, or model
> them directly (blobs for rust, maybe...)

Small height fields work good for rough rust and can be applied precisely
where needed.

-- 
Ken Tyler

See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


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From: Bob Hughes
Subject: Re: stains, rust, etc (newbie question)
Date: 7 Sep 1999 22:17:54
Message: <37d5c752@news.povray.org>
Actually with a 'texture_map' it can be done okay, but then no layered
textures are allowed into one so a 'pigment_map' is what you end up
having to use.  Think I'm saying this right.  I'm usually juggling
stuff so much I don't remember or take any notes.

Bob

Ken <tyl### [at] pacbellnet> wrote in message
news:37D58D0B.67D9AC92@pacbell.net...
>
>
> Simon de Vet wrote:
> >
> > Derek Zahn wrote:
> >
> > > Thanks to Bob and Chris for your help!  In many instances this
seems to do
> > > what I want!
> >
> > The problem with these techniques is that the rust/stains are
randomly located
> > (more or less).. doesn't work well for rust on the edge of a car
door, or a
> > stain below a dripping faucet.
> >
> > In cases where stains must be precisely located, try an imagemap,
or model
> > them directly (blobs for rust, maybe...)
>
> Small height fields work good for rough rust and can be applied
precisely
> where needed.
>
> --
> Ken Tyler
>
> See my 850+ Povray and 3D Rendering and Raytracing Links at:
> http://home.pacbell.net/tylereng/index.html


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From: Mark Wagner
Subject: Re: stains, rust, etc (newbie question)
Date: 8 Sep 1999 00:53:37
Message: <37d5ebd1@news.povray.org>
Simon de Vet wrote in message <37D58C09.84B9CB72@istar.ca>...
>Derek Zahn wrote:
>> Thanks to Bob and Chris for your help!  In many instances this seems to
do
>> what I want!
>
>The problem with these techniques is that the rust/stains are randomly
located
>(more or less).. doesn't work well for rust on the edge of a car door, or a
>stain below a dripping faucet.
>
>In cases where stains must be precisely located, try an imagemap, or model
>them directly (blobs for rust, maybe...)


Or, for a precisely located stain, try using the "cylinder", "sphere", or
"boxed" patterns with an appropriate amount of turbulence.

Mark


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From: John M  Dlugosz
Subject: boxed patterns
Date: 8 Sep 1999 20:38:39
Message: <37d7018f@news.povray.org>
Mark Wagner <mar### [at] gtenet> wrote in message
news:37d5ebd1@news.povray.org...

> Or, for a precisely located stain, try using the "cylinder", "sphere", or
> "boxed" patterns with an appropriate amount of turbulence.

Hmm, I would if that would work for a dent?


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