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Shawn wrote:
>
> Can anyone point me towards creating a decent looking brick arch? I did
> try using a radial bump map and a high frequency. While it looked quite
> funky, it wasn't what I was looking for. Is there a way to take an
> existing texture and bend it?
You may find interest at a warp patch I made sometime ago...
see http://pov.grimbert.cjb.net/
in the patch section, Warps link.
The transformation are for cylinders, spheres, cones and tori; in both direction
(from bent to straight and vice-versa).
Beware, it's in french, so you may need a translation... And I do not think it
is currently part of any MegaPov (but it also seems that there is something
similar already in a MegaPov)
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Shawn <sha### [at] orthanc ab ca> wrote:
> Geoff Wedig wrote:
>> Well, this sort of reparameterization isn't in the manuals, really. It's
>> something I've kinda worked out by banging my head against it for awhile.
>> Reparameterization functions can be really nice *if* you can work out the
>> equations to transform the basic xyz coordinants where you want, and *if*
>> you have the processor time to llet it (they can be slow)
> Has anyone written anything about functions in Pov? Myself I know
> nothing, but I do have a thick enough skull to take the abuse.
>> Isos are probably the best bet in this case, as they give the greatest
>> control, but they're also the trickiest to work with. I've had some luck
>> with making stone and brick shapes with isos (look at the posts under Door
>> into Summer and also Into the Abyss. Both use re-parameterized rounded cube
>> isos to get the stonework) I imagine you can get something similar.
>>
>> Geoff
> Where are these posts? (I only go back to about the 19th due to a
> massive Windows failure, so I may have missed them). Isos do seem tricky
> but also very versatile, The authors name escapes me at the moment, but
> I saw a landscape done with isos....very nice!
Here are the pics:
http://darwin.cwru.edu/~wedig/summer/summer.png
and
http://darwin.cwru.edu/~wedig/Fortress/abyss010414.jpg
http://darwin.cwru.edu/~wedig/Fortress/abyss010411.jpg
They're using stone, rather than brick, but I'm sure you can see the
versitility of isos from these.
Geoff
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Marc-Hendrik Bremer <Mar### [at] t-online de> wrote:
> Geoff Wedig schrieb in Nachricht <3aeefb25@news.povray.org>...
>>Well, this sort of reparameterization isn't in the manuals, really.
> The isosurface manual at http://users.skynet.be/smellenbergh/ covers the
> substitution of parameters quite good IIRC. Not exactly your though. BTW:
> wouldn't it be easier to use the build-in functions TH and R for that (never
> tried myself though)?
Possibly. Didn't think of it at the time. And yes, there are some good
reparameterization sites, but their not in the MP manual. Functions are
only covered briefly there.
Geoff
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From what I can gather, it seems similar to MPovs Uv mapping? Does it
deform the object or the texture? Your right, much of that was beyond
what little French I can speak, I can read enough to get a general idea
I hope....
> Shawn wrote:
>
>> Can anyone point me towards creating a decent looking brick arch? I did
>> try using a radial bump map and a high frequency. While it looked quite
>> funky, it wasn't what I was looking for. Is there a way to take an
>> existing texture and bend it?
>
>
> You may find interest at a warp patch I made sometime ago...
> see http://pov.grimbert.cjb.net/
> in the patch section, Warps link.
>
> The transformation are for cylinders, spheres, cones and tori; in both direction
> (from bent to straight and vice-versa).
> Beware, it's in french, so you may need a translation... And I do not think it
> is currently part of any MegaPov (but it also seems that there is something
> similar already in a MegaPov)
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Thanks!
Yup...definatly interesting. nice work! Actually, stone blocks are more
in line with the project I'm working on, and will look far better than a
regular flat texture. Not to mention they aren't so 'linear' and perfect
looking.
Geoff Wedig wrote:
> Here are the pics:
>
> http://darwin.cwru.edu/~wedig/summer/summer.png
>
> and
>
> http://darwin.cwru.edu/~wedig/Fortress/abyss010414.jpg
> http://darwin.cwru.edu/~wedig/Fortress/abyss010411.jpg
>
> They're using stone, rather than brick, but I'm sure you can see the
> versitility of isos from these.
>
> Geoff
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Shawn wrote:
>
> From what I can gather, it seems similar to MPovs Uv mapping?
Not at all. UV mapping is defined by the object and some object do not
have UVmapping
<Holy war>
That why I think UVmapping is not a good thing for POV.
When the renderer only handle triangles and nurbs, UVmapping
is probably mandatory. But with object like julia, true CSG,
and isosurface, it's really impossible to have homogeneous
UVmapping.
<End of Holy war>
> Does it
> deform the object or the texture?
Only the texture. You still need a normal object.
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Shawn <sha### [at] orthanc ab ca> wrote:
> Thanks!
> Yup...definatly interesting. nice work! Actually, stone blocks are more
> in line with the project I'm working on, and will look far better than a
> regular flat texture. Not to mention they aren't so 'linear' and perfect
> looking.
I'll be releasing my isosurface stone wall macros sometime, but don't hold
your breath. I've had no time to write docs for them yet.
Geoff
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Holy War?? LOL! I'll grab a helmet then!
OK, next question...how does it work exactly? I was taking a quess on
what it does, like I mentioned, my French was not up to snuff. (Wonder
where me ol' verb conjugation book went to?) Actually, what you say
about uv mapping makes sense to me, I did notice some odd things when I
brought an old scene file into megapov and added some uv mapping,
hopefully to better wrap my brick texture (Not the scene I need help
with) As I'm new to megapov, I likely overlooked something. I had a look
at the include file for 13 Horror (Author escapes me for the moment) and
he DID use a radial texture and some csg for the same effect I'm trying
to get. However, this approach will only work for one row of bricks. If
you want several rows, you either need to make multiple csgs or come up
with something else. As has been mentioned, isos would look far better,
and I will experiment with them for sure, but having an alternate method
for things not in the center of attention would be handy, and kinder on
my render time.
> Shawn wrote:
>
>> From what I can gather, it seems similar to MPovs Uv mapping?
>
>
> Not at all. UV mapping is defined by the object and some object do not
> have UVmapping
> <Holy war>
> That why I think UVmapping is not a good thing for POV.
> When the renderer only handle triangles and nurbs, UVmapping
> is probably mandatory. But with object like julia, true CSG,
> and isosurface, it's really impossible to have homogeneous
> UVmapping.
> <End of Holy war>
>
>> Does it
>> deform the object or the texture?
>
>
> Only the texture. You still need a normal object.
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Well, that gives me time to experiment with isos and see what they do
and how they work. I'm new to megapov; so far I've used photons, and
like them, but the math behind isos has been a wee bit intimidating.
However, I've hunted down some tutorials, and I'll see what damage I can
do. For the main structure I'm planning, they would work nicely. Jerome
has an idea, that might work well for other stuff as well...so the more
I've got in my arsenal, the more options I'll have for this scene. :-)
One day, I may even catch up to Giles!(begin laughing)
*
*
*
*
*
(OK you can stop laughing now.)
Geoff Wedig wrote:
> Shawn <sha### [at] orthanc ab ca> wrote:
>
>
>> Thanks!
>> Yup...definatly interesting. nice work! Actually, stone blocks are more
>> in line with the project I'm working on, and will look far better than a
>> regular flat texture. Not to mention they aren't so 'linear' and perfect
>> looking.
>
>
> I'll be releasing my isosurface stone wall macros sometime, but don't hold
> your breath. I've had no time to write docs for them yet.
>
> Geoff
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Shawn wrote:
>
> Holy War?? LOL! I'll grab a helmet then!
> OK, next question...how does it work exactly?
It's just some warps (see the pov definition in the help) :
before computing the texture, the coordinates of the
point are somehow massaged.
Usually, warps are used to repeat a texture, or add some noise.
But the facts are simple: at the entry of any warp, you have a
3D vector (coordinates); at the output, you have a 3D vector.
What happen to the 3D vector inside the warp code is up to the
code.
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