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30 Jul 2024 20:21:20 EDT (-0400)
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From: Alain
Subject: Re: procedural texture as a bump map?
Date: 10 Nov 2008 22:24:16
Message: <4918fae0$1@news.povray.org>
Dan Connelly nous illumina en ce 2008-11-07 11:18 -->
> Dave VanHorn wrote:
> 
>> I made a floor of boards,
>>
>> #declare Floor = object { union { object { Board1  translate <-15, 0, 0>}
>>                                   object { Board2  translate <-12, 0, 0>}
>>                                   object { Board3  translate < -9, 0, 0>}
>>                                   object { Board4  translate < -6, 0, 0>}
>>                                   object { Board5  translate < -3, 0, 0>}
>>                                   object { Board6  translate <  0, 0, 0>}
>>                                   object { Board7  translate <  3, 0, 0>}
>>                                   object { Board8  translate <  6, 0, 0>}
>>                                   object { Board9  translate <  9, 0, 0>}
>>                                   object { Board10 translate < 12, 0, 0>}
>>                                   object { Board11 translate < 15, 0, 0>}
>>                                 }
>>                           scale <0.5, 1, 1>
>>                         }
>>
>> Each board has the same texture, but slid back and forth so that they 
>> don't look
>> like "clones".
> 
> 
> You can also use a repeat warp to get the same effect on a single floor 
> object.
> 
> Nice example with a brick wall:
> http://www.shipbrook.com/jeff/raytrace/bricks.html
With the addition of an offset in the repeat warp, the repetitions are shifted 
so that they don't look all the same.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you look at waterfalls, dust, 
rain, snow, etc, and think: "If only I had a fractalized, vector based 
particle-system modeler with collision detection!"


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