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Have anyone though of adding a weathered surface capability to pov?
According to the February issue of Scientific American, this is the
recipe to make ultra-realistic ray-traced images.
http://graphics.lcs.mit.edu/materials
sig.
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YES YES YES!! That would make light-years of difference in realism. I am
curious to see where this goes.
Sigmund Kyrre Aas <as### [at] studntnuno> wrote in message
news:38974E9C.5FDC881E@stud.ntnu.no...
> Have anyone though of adding a weathered surface capability to pov?
> According to the February issue of Scientific American, this is the
> recipe to make ultra-realistic ray-traced images.
>
> http://graphics.lcs.mit.edu/materials
>
> sig.
>
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>Have anyone though of adding a weathered surface capability to pov?
>According to the February issue of Scientific American, this is the
>recipe to make ultra-realistic ray-traced images.
>
>http://graphics.lcs.mit.edu/materials
Not this again! I though we had already talked about this. I believe you
guys concluded that it couldn't be done. Right?
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In article <38978732@news.povray.org>, "TonyB"
<ben### [at] panamac-comnet> 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] yahoocom
Web page: http://chrishuff.dhs.org/
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Anistrophics (I think that's the right spelling).
Also if you want a make a nice eroded surface, the key is changing the
shininess strength in key with the amount of erosion at a particular point.
(image maps are quite useful with this, you can use the inverse brightness
of the original map as an applied map to the shininess of the surface)
--
Lance.
The Zone - http://come.to/the.zone
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sig.
Thanks for pointing this out.
I haven't seen this months SA.
Good link.
Peter
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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] panamac-comnet> 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] yahoocom
> Web page: http://chrishuff.dhs.org/
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Fabian Brau <fab### [at] umhacbe> 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] umhacbe> 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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