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Oh! This is excellent! Thank you very much Bill! Very useful indeed.
Thomas
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On Mon, 18 Jun 2007 09:52:45 EDT, "Bill Pragnell" <bil### [at] hotmail com>
wrote:
>You can download the .inc file from the link on this page:
Thank you,
Regards
Stephen
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> Hi everyone.
>
> I've been saying I'll post this for ages, so here it is - my textured brick
> macro. I think it probably needs more testing and I'm sure there's a
> hundred ways it could be improved, but in the meantime I'm finding it
> damned useful so it's time to spread the wealth, so to speak!
>
> You can download the .inc file from the link on this page:
>
> http://www.infradead.org/~wmp/macro_bricks.html
>
> The page has some examples and a little background on how I usually use it.
>
> NB The page looks a little unfinished and has a couple of broken links on
> images because I'm in the midst of revamping my site - the page is in its
> final location, however, and this link will remain valid forever (or as
> good as).
>
> I hope to see some good images posted in p.b.i from anyone who finds this
> useful!
>
> Bill
Awesome. I may have a look. Recently I had been working on a macro similar
to this, but that used hieghtfield intersections (with a little success,
but some slight issues).
-tgq
-tgq
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Thankyou so much. I've found the earlier version very useful and was
hoping you would publish.
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Thanks so much, this looks excellent. Can't wait to try it.
"Bill Pragnell" <bil### [at] hotmail com> wrote in message
news:web.46768e2d6946cc56731f01d10@news.povray.org...
> Hi everyone.
>
> I've been saying I'll post this for ages, so here it is - my textured
> brick
> macro. I think it probably needs more testing and I'm sure there's a
> hundred ways it could be improved, but in the meantime I'm finding it
> damned useful so it's time to spread the wealth, so to speak!
>
> You can download the .inc file from the link on this page:
>
> http://www.infradead.org/~wmp/macro_bricks.html
>
> The page has some examples and a little background on how I usually use
> it.
>
> NB The page looks a little unfinished and has a couple of broken links on
> images because I'm in the midst of revamping my site - the page is in its
> final location, however, and this link will remain valid forever (or as
> good as).
>
> I hope to see some good images posted in p.b.i from anyone who finds this
> useful!
>
> Bill
>
>
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Wonderful! Except, of course, it isn't really a "textured" brick. Wouldn't
ShapedBrick, SurfacedBrick or something be less misleading? :)
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"nemesis" <nam### [at] gmail com> wrote:
> Wonderful! Except, of course, it isn't really a "textured" brick. Wouldn't
> ShapedBrick, SurfacedBrick or something be less misleading? :)
On the contrary, I think this is exactly what 'textured' means in everyday
speech, even if in POV-Ray lingo it means something different... but I
agree it's not a particularly catchy name. Perhaps I should have called it
MegaBrick or something.
Oh well, too late now! :D
PS quick hint everyone, if you set the edge_radius to be almost as large as
the smallest width (i.e., so that the flat faces are very small compared to
the curved edges) and apply a really deep amplitude, you get really
interesting boulder shapes. I was trying it out yesterday - turbulent bozo
works well - makes sort of petrified potato shapes!
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> On the contrary, I think this is exactly what 'textured' means in everyday
> speech, even if in POV-Ray lingo it means something different...
in povray, games and any other 3D software AFAIK. ;)
but it's not a bad name, just a bit misleading, given this 3D tradition...
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> Hi everyone.
>
> I've been saying I'll post this for ages, so here it is - my textured brick
> macro. I think it probably needs more testing and I'm sure there's a
> hundred ways it could be improved, but in the meantime I'm finding it
> damned useful so it's time to spread the wealth, so to speak!
>
> You can download the .inc file from the link on this page:
>
> http://www.infradead.org/~wmp/macro_bricks.html
>
> The page has some examples and a little background on how I usually use it.
>
> NB The page looks a little unfinished and has a couple of broken links on
> images because I'm in the midst of revamping my site - the page is in its
> final location, however, and this link will remain valid forever (or as
> good as).
>
> I hope to see some good images posted in p.b.i from anyone who finds this
> useful!
>
> Bill
Bill this is great I was wanting something like this. I made a brick wall macro
that uses normals because isosurfaces are waaaay to slow for using hundreds of
bricks. But you wrote on your site:
"The pigment function can either be defined in the .inc file itself or in your
scene file prior to macro use (in the latter case, the existing definition in
the .inc file must either be commented out or removed, else it will override
any previous definitions), and must be called 'gran'. The reason for this is
that I haven't found any easy way of passing the function as a parameter"
This is very easy to do with an #ifndef (if not defined). Just replace your
declare in your include with the following. Then make sure you declare your
gran in your scene file before you declare the include file. :)
#ifndef(gran) #declare gran = function {
pigment {
granite
color_map {
[0 color rgb 0.1]
[0.4 color rgb 0]
[1 color rgb 1] } } }
#end
Also I am looking in to how to write the mesh to a file for later use and have
that be an option in the macro call. Something like writeFile.
Ian
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"binarycortex" <bin### [at] gmail com> wrote:
> Also I am looking in to how to write the mesh to a file for later use and have
> that be an option in the macro call. Something like writeFile.
>
> Ian
I am responding to my own message because it was not as difficult as I thought
to add writing the mesh to a file so I will email it to bill and then you can
bug him to update his site or ill post it if needed. All I ask is that bill
leave my name in the comments as adding the things I did.
Ian
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