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Does anyone know of a way to create a cracked texture. Not a lot of cracks,
just one or two that stem from the same original. I'm trying to create a
headstone, and will need to add some cracks and some chipping. I figured I
could do the chipping with height fields or something like that, but I'm not
sure what might be the best way to handle the cracks.
Any help/ideas/code would be appreciated,
Thanks,
Darcy
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Darcy Johnston <djo### [at] inamecomnospam> wrote:
: Does anyone know of a way to create a cracked texture. Not a lot of cracks,
: just one or two that stem from the same original. I'm trying to create a
: headstone, and will need to add some cracks and some chipping. I figured I
: could do the chipping with height fields or something like that, but I'm not
: sure what might be the best way to handle the cracks.
I think that the crackle pattern is made specifically for this purpose.
The crackle in the official povray might be enough, but this pattern has
lots of new control keywords in MegaPov. Perhaps you should try it.
--
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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I've used height fields to create cracks, as well. I used the "Lightning
Include File" from Jeffrey Brickley at
http://www.geocities.com/SiliconValley/Pines/3210/lightnin.html to make the
height field (set the lightning pigment to White and finish to ambient 1, so
you'll get a black and white picture).
Regards,
Dave
"Darcy Johnston" <djo### [at] inamecomNOSPAM> wrote in message
news:39542100$1@news.povray.org...
> Does anyone know of a way to create a cracked texture. Not a lot of
cracks,
> just one or two that stem from the same original. I'm trying to create a
> headstone, and will need to add some cracks and some chipping. I figured I
> could do the chipping with height fields or something like that, but I'm
not
> sure what might be the best way to handle the cracks.
>
> Any help/ideas/code would be appreciated,
> Thanks,
> Darcy
>
>
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If you're using megapov, you could #declare a pigment to be used as a normal,
like so:
#Cracks=
function{
pigment{ spherical
pigment_map{
[0 rgb 1]
[1 crackle color_map{[0 rgb 0][.5 rgb 1]}]
}
}
}
#object{ Headstone pigment{rgb 1}normal{function Cracks} }
This should make the cracks start from a center point, and then become just flat
further out. Just a simple idea that can be expanded on.
Darcy Johnston wrote:
> Does anyone know of a way to create a cracked texture. Not a lot of cracks,
> just one or two that stem from the same original. I'm trying to create a
> headstone, and will need to add some cracks and some chipping. I figured I
> could do the chipping with height fields or something like that, but I'm not
> sure what might be the best way to handle the cracks.
>
> Any help/ideas/code would be appreciated,
> Thanks,
> Darcy
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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In article <395512D5.67AEA550@aol.com>, SamuelT <STB### [at] aolcom>
wrote:
> If you're using megapov, you could #declare a pigment to be used as a
> normal,
> like so:
>
> #Cracks=
> function{
> pigment{ spherical
> pigment_map{
> [0 rgb 1]
> [1 crackle color_map{[0 rgb 0][.5 rgb 1]}]
> }
> }
> }
>
> #object{ Headstone pigment{rgb 1}normal{function Cracks} }
>
> This should make the cracks start from a center point, and then become
> just flat
> further out. Just a simple idea that can be expanded on.
I think you mean something like this:
#declare Cracks =
function {
pigment { spherical
pigment_map {
[0 rgb 1]
[1 crackle color_map {[0 rgb 0][.5 rgb 1]}]
}
}
}
object{ Headstone pigment{rgb 1}normal{function Cracks} }
However, you might get better results by making the cracked object out
of an isosurface with a pigment as part of the function, or by using an
isosurface or height field in a difference statement with the original
object. These have the advantage of being real cracks, which look *much*
more realistic, especially with wide cracks.
Another possibility would be to use the "object" or "blob" patterns with
some turbulence, these could make it possible to direct the cracks
wherever you want.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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