|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm not going to do the obvious - it seems it's been done to death already -
so instead I wanted to suggest something which could be improved in POVRay,
I expect very simply. Maybe there is a plugin/macro or something to do
this already (I'm a bit new...) but I would like to see something like
this:
diffuse { bozo ... }
specular { image_map ... }
i.e. different mapping on different texture channels. Using multiple
channels of proper texturing, rather than layers, this would make it
possible to achieve some incredible images.
Just 2p to add...
L
-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Loki wrote:
> Maybe there is a plugin/macro or something to do
> this already (I'm a bit new...) but I would like to see something like
> this:
>
> diffuse { bozo ... }
> specular { image_map ... }
>
This is not a feature suggestion but a suggestion for a change in
language design (and not a very consistent one). What you could do with
such a feature you can already do with texture maps.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Christoph Hormann <chr### [at] gmxde> wrote:
> Loki wrote:
> > Maybe there is a plugin/macro or something to do
> > this already (I'm a bit new...) but I would like to see something like
> > this:
> >
> > diffuse { bozo ... }
> > specular { image_map ... }
> >
>
> This is not a feature suggestion but a suggestion for a change in
> language design (and not a very consistent one). What you could do with
> such a feature you can already do with texture maps.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 23 Sep. 2004 _____.//^>_*_<^/.______
Sorry I wasn't very clear. What I mean is it would be good to be able to
map a different image map to the colour, diffuse, specular, reflection and
transparency channels of a texture separately. I understand what you mean
about texture maps but that isn't quite what I was getting at.
L
-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Loki wrote:
>
> Sorry I wasn't very clear. What I mean is it would be good to be able to
> map a different image map to the colour, diffuse, specular, reflection and
> transparency channels of a texture separately. I understand what you mean
> about texture maps but that isn't quite what I was getting at.
You did not understand me - you can do all this with texture maps (but
of course not using 'image_map' since this is a pigment and not a pattern).
It is not a good idea to start demanding a new feature just because it
is not obvious to you how to accomplish a certain effect with existing
means.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
news:cq6m0l$65g$1@chho.imagico.de...
> It is not a good idea to start demanding a new feature just because it
> is not obvious to you how to accomplish a certain effect with existing
> means.
You can do it with texture_map, but it's not very practical if you want to
have separate maps for more than 2 different channels. To create a finish
pattern independent from the pigment pattern we have currently:
texture{
Pattern_Finish
texture_map{
[0 pigment{Pattern_Pigment} finish{Finish_1}]
[1 pigment{Pattern_Pigment} finish{Finish_2}]
}
}
But if you want to have diffuse values following a pattern different from
the reflection pattern, it's necessary to nest texture maps, which can turn
into a headache:
texture{
Pattern_Reflection
texture_map{
[0
Pattern_Diffuse
texture_map{
[0 pigment{Pigment_Pigment} finish{Finish_1}]
[1 pigment{Pattern_Pigment} finish{Finish_2}]
}
]
[1
Pattern_Diffuse
texture_map{
[0 pigment{Pattern_Pigment} finish{Finish_3}]
[1 pigment{Pattern_Pigment} finish{Finish_4}]
}
]
}
}
Where Finish_1 etc. correspond to the different combinations of diffuse and
reflection, for instance
diffuse 0.5 reflection{0,0.5}
diffuse 0.5 reflection 0
diffuse 1 reflection{0,0.5}
diffuse 1 reflection 0
If patterns could be applied independently to all channels, this would look
like this:
texture{
pigment{Pattern_Pigment + pigment parameters}
diffuse{Pattern_Diffuse + diffuse parameters}
reflection{Pattern_Reflection + reflection parameters}
}
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Gilles Tran wrote:
>
> You can do it with texture_map, but it's not very practical if you want to
> have separate maps for more than 2 different channels.
I never said anything how practical this is - just that it is possible.
So the correct way of making this suggestion would have been "I find
it cumbersome to do this currently and therefore suggest the following
change in language design".
>
> If patterns could be applied independently to all channels, this would look
> like this:
> texture{
> pigment{Pattern_Pigment + pigment parameters}
> diffuse{Pattern_Diffuse + diffuse parameters}
> reflection{Pattern_Reflection + reflection parameters}
> }
So you suggest to give up the idea of a finish structure and have all
surface properties as top level items in the texture. I am not saying
this could not be a useful concept but it is fairly out of question that
this could happen any time soon (the changes required for that would be
larger than any change in POV-Ray since version 3.1 at least).
Also note that using this instead of a texture map causes a lot of
unnecessary pattern evaluations if you use the same pattern for several
finish properties. It would therefore be faster to use a texture map in
a lot of cases.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Mael already has a working version of this in MLPOV:
http://martial.rameaux.free.fr/mael/help83/ar01s08.html
I haven't tried it myself, but it looks quite interesting.
Peter Duthie
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
cq7666$97l$1@chho.imagico.de...
> So you suggest to give up the idea of a finish structure and have all
> surface properties as top level items in the texture. I am not saying
> this could not be a useful concept but it is fairly out of question that
> this could happen any time soon (the changes required for that would be
> larger than any change in POV-Ray since version 3.1 at least).
Such a drastic change cannot be done for POV-Ray 3.x but it could be
considered for a future version. Usually, after 1 level of texture_map
nesting, my brain starts melting down when defining textures in POV-Ray,
while I don't have this problem when using separate channels in other
softwares ;-)
Really, having all surface properties independent and controllable by a
combination of a pattern + specific modifiers is extremely efficient when
creating textures and gives a lot of flexibility.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Gilles Tran wrote:
>
> Such a drastic change cannot be done for POV-Ray 3.x but it could be
> considered for a future version. Usually, after 1 level of texture_map
> nesting, my brain starts melting down when defining textures in POV-Ray,
> while I don't have this problem when using separate channels in other
> softwares ;-)
It would be possible to simplify this with a macro.
> Really, having all surface properties independent and controllable by a
> combination of a pattern + specific modifiers is extremely efficient when
> creating textures and gives a lot of flexibility.
I would like to repeat that when using the same pattern for several
properties (which will very often be the case) this will result in
unnecessary pattern evaluations. You could try to introduce a kind of
pattern cache for this but this would be quite complicated.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Christoph Hormann wrote:
| I would like to repeat that when using the same pattern for several
| properties (which will very often be the case) this will result in
| unnecessary pattern evaluations. You could try to introduce a kind of
| pattern cache for this but this would be quite complicated.
|
Nobody said to *replace* the current implementation with these. It
could conceivably be an addition in which case it would still be
possible to use texture maps when one wants the same pattern for all
the attributes and have only one pattern evaluation in that case.
Jerome
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrancecom *
* http://jeberger.free.fr/ *
******************************
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.4 (GNU/Linux)
iD8DBQFBx+6KqIYJdJhyixIRAnOPAJ9dKvvQYsqEBC0n9jzJVFhGq9IuUwCgm9PX
hr/uQKhcFMvuxjZkiDhOKnk=
=DZUV
-----END PGP SIGNATURE-----
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |