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http://news.povray.org/povray.text.scene-files/message/%3Cweb.5ac57be22ec21c585cafe28e0%40news.povray.org%3E/#%3Cweb.5a
c57be22ec21c585cafe28e0%40news.povray.org%3E
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Yes, I made already some first thoughts about how to interrupt a
continuous grain. My idea is 8what I am using already right now for my
ship) to equip the wood texture with a random-based TRANSLATE that comes
into effect with each call of the texture.
I also experimented with BRICKS for TEXTURE, but it seems I did things
wrong and always got error messages. :-D
Thanks for sharing that simple code. What a shame for me... :-D
---
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Hmmmm... When I tried the macro with texture, I got error messages
saying "object expected but texture found". Will try again.
Thanks for the clarifications, Clipka.
On 04.04.2018 13:59, clipka wrote:
> #macro MyTexture(D,S)
> texture { finish { diffuse D specular S } }
> #end
---
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Yippie-ya-yeah!!! :-D
On 04.04.2018 20:30, Bald Eagle wrote:
> http://news.povray.org/povray.text.scene-files/message/%3Cweb.5ac57be22ec
21c585cafe28e0%40news.povray.org%3E/#%3Cweb.5a
> c57be22ec21c585cafe28e0%40news.povray.org%3E
---
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Le 18-04-04 à 23:46, Sven Littkowski a écrit :
> Yes, I made already some first thoughts about how to interrupt a
> continuous grain. My idea is 8what I am using already right now for my
> ship) to equip the wood texture with a random-based TRANSLATE that comes
> into effect with each call of the texture.
>
> I also experimented with BRICKS for TEXTURE, but it seems I did things
> wrong and always got error messages. :-D
>
> Thanks for sharing that simple code. What a shame for me... :-D
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
Here some code that I used in one of my rojects :
texture{
pigment{
wood
warp{turbulence 0.03725
omega 0.65725
lambda 2.425}
color_map{
[0.250 color rgb <1.00000, 0.53373, 0.11665>]
[0.350 color rgb <0.66275, 0.28607, 0.00000>]
[0.525 color rgb <1.00000, 0.53363, 0.11715>]
[0.600 color rgb <0.66475, 0.28647, 0.00000>]
[0.750 color rgb <1.00000, 0.53353, 0.11565>]
[0.850 color rgb <0.66275, 0.28667, 0.00000>]
[1.000 color rgb <1.00000, 0.53143, 0.11795>]
}
scale <0.205, 0.225, 1.2>
warp{repeat x*WarpScale offset y*2.427 flip y}
}
}
texture{
pigment{
wood
scale 1.01275
turbulence 0.0435
omega 0.65
lambda 3.15
color_map{
[0.200 color rgbt <0.56695, 0.17347, 0.00000, 0.8250>]
[0.350 color rgbt <0.96471, 0.54510, 0.22753, 0.7710>]
[0.400 color rgbt <0.56341, 0.17547, 0.00000, 0.9150>]
[0.615 color rgbt <0.96472, 0.54510, 0.22553, 0.7590>]
[0.700 color rgbt <0.56671, 0.17687, 0.00000, 0.7920>]
[0.850 color rgbt <0.96485, 0.54510, 0.22453, 0.8975>]
[1.000 color rgbt <0.56478, 0.17247, 0.00000, 0.9750>]
}
scale <0.225, 0.2725, 1.0>
translate <-0.35, 0.095, 1.25>
warp{repeat x*WarpScale offset -y*0.321 flip z}
}
finish{specular 0.3 roughness 0.12
reflection{0.001,0.1 fresnel}}
}
texture{
pigment{
gradient x color_map{[0.04 Black][0.04 rgbt 1]}
//turbulence 0.025 octaves 4 lambda 0.8 omega 0.25
scale WarpScale}}
The last layer is just to add some gaps between the planks and may be
omited if you like.
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Hmmm, I just tried it, and get an error message. Are you sure that code
is correct? See here how I wrote it:
texture
{
brick
DMFWood6
Brushed_Aluminum
brick_size < 0.150, 0.075, 0.100 >
mortar 0.025
}
The error message I am getting, is
"Parse Error: No matching } in texture, texture found instead".
On 04.04.2018 13:34, Alain wrote:
> It's easy to use full textures with bricks :
> texture{bricks Texture1 Texture2}
---
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Am 08.04.2018 um 17:31 schrieb Sven Littkowski:
> Hmmm, I just tried it, and get an error message. Are you sure that code
> is correct? See here how I wrote it:
>
> texture
> {
> brick
> DMFWood6
> Brushed_Aluminum
> brick_size < 0.150, 0.075, 0.100 >
> mortar 0.025
> }
>
> The error message I am getting, is
> "Parse Error: No matching } in texture, texture found instead".
Pretty much everywhere you're using variables containing scene elements
(objects, pigments and what-have-you) you need to wrap them in a
statement specifying what you think they contain.
For instance, in a union, you cannot just write:
union {
MyPart1
MyPart2
}
Instead, you have to write:
union {
object { MyPart1 }
object { MyPart2 }
}
Exactly the same is true for textures, so for your construct to work,
you'll have to use:
texture {
brick
texture { DMFWood6 }
texture { Brushed_Aluminum }
...
}
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Hi,
yes, obviously. And I should know that. The situation is, that I
actually believed I tried exactly what you said, but got error messages
in the past. Now, however, it works. I think, because I was rendering
literally until I fell asleep 8after my working hours, deep in the
night), I must have dome something wrong and was just too tired to find
out what. That is, why i considered your method as "not functioning".
Of course it functions, the fault is just on my side - I was simply
over-tired. You know, when incredibly tired we all make the most basic
and most stupid mistakes.
I want to say THANK YOU, and my appreciation. :-)
---
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