POV-Ray : Newsgroups : povray.general : INQUIRY: Wooden Planks Texture Server Time
5 May 2024 04:44:14 EDT (-0400)
  INQUIRY: Wooden Planks Texture (Message 21 to 28 of 28)  
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From: Bald Eagle
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 4 Apr 2018 21:35:01
Message: <web.5ac57c4a3059e6915cafe28e0@news.povray.org>
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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From: Sven Littkowski
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 4 Apr 2018 23:46:20
Message: <5ac59c0c$1@news.povray.org>
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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From: Sven Littkowski
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 4 Apr 2018 23:48:27
Message: <5ac59c8b$1@news.povray.org>
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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From: Sven Littkowski
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 4 Apr 2018 23:57:17
Message: <5ac59e9d$1@news.povray.org>
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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From: Alain
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 5 Apr 2018 17:39:05
Message: <5ac69779@news.povray.org>
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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From: Sven Littkowski
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 8 Apr 2018 11:31:38
Message: <5aca35da$1@news.povray.org>
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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From: clipka
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 8 Apr 2018 20:38:17
Message: <5acab5f9$1@news.povray.org>
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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From: Sven Littkowski
Subject: Re: INQUIRY: Wooden Planks Texture
Date: 9 Apr 2018 07:38:28
Message: <5acb50b4@news.povray.org>
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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