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You are right a combination of texture_map (or even better and
more accurate: material_map, like this you can place the erosion where
you want) and layered texture do the job! A new pattern which can do
this
automatically could be, in fact, difficult to use no?
Fabian.
Chris Huff wrote:
>
> In article <38978732@news.povray.org>, "TonyB"
> <ben### [at] panama c-com net> wrote:
>
> > Not this again! I though we had already talked about this. I believe you
> > guys concluded that it couldn't be done. Right?
>
> It can be done. All you have to do is use the right combination of
> texture maps and layered textures. You don't even need a patch.
>
> Of course, a patch that gives a new pattern which varies depending on
> the curvature of the surface of an object would be very useful for this
> kind of thing. I have tried to do this, but without success, and I
> haven't done any work on it lately.(although I have a couple ideas that
> I would like to try out)
>
> --
> Chris Huff
> e-mail: chr### [at] yahoo com
> Web page: http://chrishuff.dhs.org/
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Fabian Brau <fab### [at] umh ac be> writes:
> You are right a combination of texture_map (or even better and
> more accurate: material_map, like this you can place the erosion where
Yes, we have all those. The point was to use an algorithm which places the
erosion automatically. For instance by simulating where raindrops would
fall on a marble statue.
(I esp. liked that one: http://graphics.lcs.mit.edu/~hkp/OldPicts/venus.tif)
--
Sigmund Kyrre Aas
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>
> Fabian Brau <fab### [at] umh ac be> writes:
>
> > You are right a combination of texture_map (or even better and
> > more accurate: material_map, like this you can place the erosion where
>
> Yes, we have all those. The point was to use an algorithm which places the
> erosion automatically. For instance by simulating where raindrops would
> fall on a marble statue.
> (I esp. liked that one: http://graphics.lcs.mit.edu/~hkp/OldPicts/venus.tif)
>
> --
> Sigmund Kyrre Aas
As Ron mentioned I brought this up a couple of months ago in the unofficial
patches group. An excellent paper on patina's can be found at -
http://graphics.lcs.mit.edu/~dorsey/papers/patina/
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Wed, 02 Feb 2000 02:45:14 -0800, Ken wrote:
>As Ron mentioned I brought this up a couple of months ago in the unofficial
>patches group. An excellent paper on patina's can be found at -
>
>http://graphics.lcs.mit.edu/~dorsey/papers/patina/
I didn't say anything! But we did discuss it a while ago...
Oh, and that paper is linked from the page Sigmund mentioned. So
are three other papers on similar topics.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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Ron Parker wrote:
>
> On Wed, 02 Feb 2000 02:45:14 -0800, Ken wrote:
> >As Ron mentioned I brought this up a couple of months ago in the unofficial
> >patches group. An excellent paper on patina's can be found at -
> >
> >http://graphics.lcs.mit.edu/~dorsey/papers/patina/
>
> I didn't say anything! But we did discuss it a while ago...
My mistake and my apology for mistaking you as someone else.
Will you ever forgive me ?
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Wed, 02 Feb 2000 07:28:15 -0800, Ken wrote:
>
>
>Ron Parker wrote:
>>
>> On Wed, 02 Feb 2000 02:45:14 -0800, Ken wrote:
>> >As Ron mentioned I brought this up a couple of months ago in the unofficial
>> >patches group. An excellent paper on patina's can be found at -
>> >
>> >http://graphics.lcs.mit.edu/~dorsey/papers/patina/
>>
>> I didn't say anything! But we did discuss it a while ago...
>
>My mistake and my apology for mistaking you as someone else.
>
>Will you ever forgive me ?
It's forgotten already.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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In article <3897EF69.BDED5ADE@umh.ac.be>, Fabian Brau
<fab### [at] umh ac be> wrote:
> A new pattern which can do this
> automatically could be, in fact, difficult to use no?
Not really, my idea was a curvature pattern, where the value depends on
the curvature of the surface. So you could have the patina only be in
concave areas, and the tips be polished metal, like the patina is worn
off in those areas. This kind of thing is already possible with simple
objects, but for more complex shapes a special pattern would be
needed.(or an image would have to be used to control it)
Another idea would be a visibility pattern, where the value of the
pattern would depend on it's visibility from a specified point.
Something similar to slope, although very different in implementation.
It could have an "orthographic" mode as well, and could be useful in
placing snow or simulating the effect of fading dyes.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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Chris Huff wrote:
>
> In article <3897EF69.BDED5ADE@umh.ac.be>, Fabian Brau
> <fab### [at] umh ac be> wrote:
>
> > A new pattern which can do this
> > automatically could be, in fact, difficult to use no?
>
> Not really, my idea was a curvature pattern, where the value depends on
> the curvature of the surface. So you could have the patina only be in
> concave areas, and the tips be polished metal, like the patina is worn
> off in those areas. This kind of thing is already possible with simple
> objects, but for more complex shapes a special pattern would be
> needed.(or an image would have to be used to control it)
>
> Another idea would be a visibility pattern, where the value of the
> pattern would depend on it's visibility from a specified point.
Hmm.. could this be done algorithmically by using trace from a lot of
really odd angles to determine how "open" a certain point would be? (ie,
a convex surface could be hit from anywhere, but a deep concave one, or
a groove between two convex surfaces, could only be hit from angles
which approach perpendicular.)
I haven't messed with trace, so it's just an idea being tossed out...
--
Xplo Eristotle
http://start.at/xplosion/
"Error has no rights." - Tomas de Torquemada
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In article <38989C51.C2809A76@unforgettable.com>,
inq### [at] unforgettable com wrote:
> Hmm.. could this be done algorithmically by using trace from a lot of
> really odd angles to determine how "open" a certain point would be? (ie,
> a convex surface could be hit from anywhere, but a deep concave one, or
> a groove between two convex surfaces, could only be hit from angles
> which approach perpendicular.)
That is one of the methods I have been thinking of using for curvature.
Another would be to test a bunch of points in a sphere centered around
the evaluation point, and returning the percentage which are inside the
object. Or shooting rays at parts of the surface close to the evaluation
point, and using their positions and normals to calculate the
curvature.(The last one is probably the most accurate, but is the one I
wasn't able to complete)
For the visibility pattern, a single ray(or multiple rays with a
specified jitter amount) would be shot at a specified point or along a
specified direction.
I will get to work on these and see if they are at all useful...
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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cadman wrote:
> YES YES YES!! That would make light-years of difference in realism. I am
> curious to see where this goes.
light years measure distance...
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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