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29 Jul 2024 18:24:09 EDT (-0400)
  Texture (blackened hole) (Message 1 to 5 of 5)  
From: DaBjork
Subject: Texture (blackened hole)
Date: 20 Jul 2010 14:50:01
Message: <web.4c45ef99e7a2819b8e3380d60@news.povray.org>
Hey everybody,
   I've been a povray hobbyist for almost a decade now (never getting too
serious, so this question may seem basic).  Right now I'm trying to model the
fusion experiment I'm working on.  It's going pretty well except I am running
into a challenge.  The machine is basically a torus differenced with another
torus. The machine has deposits on the interior walls which I am modeling with a
tight bozo texture (looks pretty good).  But whereever there is a porthole, an
especially dark burned out section appears on the machine.  I'm wondering if
there is an easy way to overlay a texture just in the area around a port hole.
There is a picture of what I'm talking about here

http://commons.wikimedia.org/wiki/File:Mst_portholes.JPG

Any ideas?  basically the grey to darker grey bozo-like pattern turns into more
of a salt and pepper pattern with a nearly black (actually thin-filmy)
background, but only near objects like portholes or limiter tiles.  I want to
deploy this in a way that I can have a "make porthole" function and it would
apply this texture automatically, since we have many many MANY portholes and
doing it by hand for each one would be a real pain.

Cheers,
-Dave


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From: Christian Froeschlin
Subject: Re: Texture (blackened hole)
Date: 20 Jul 2010 18:14:34
Message: <4c461fca$1@news.povray.org>
DaBjork wrote:

> Any ideas?

Supposing portholes are to be created by differencing spheres
from the walls: Create an array of porthole positions, then use
two loops to two build two unions of spheres (or blobs if suitable,
that would render faster). For each porthole position, add a small 
sphere for the geometry and a larger sphere for the texture effect.
Difference the first set from the walls, and use the object
pattern to make a texture from the second set.

If the object pattern does not look good due to transition,
you might directly create a long texture layering or averaging
spherical patterns.


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From: Alain
Subject: Re: Texture (blackened hole)
Date: 20 Jul 2010 22:09:06
Message: <4c4656c2$1@news.povray.org>

> Hey everybody,
>     I've been a povray hobbyist for almost a decade now (never getting too
> serious, so this question may seem basic).  Right now I'm trying to model the
> fusion experiment I'm working on.  It's going pretty well except I am running
> into a challenge.  The machine is basically a torus differenced with another
> torus. The machine has deposits on the interior walls which I am modeling with a
> tight bozo texture (looks pretty good).  But whereever there is a porthole, an
> especially dark burned out section appears on the machine.  I'm wondering if
> there is an easy way to overlay a texture just in the area around a port hole.
> There is a picture of what I'm talking about here
>
> http://commons.wikimedia.org/wiki/File:Mst_portholes.JPG
>
> Any ideas?  basically the grey to darker grey bozo-like pattern turns into more
> of a salt and pepper pattern with a nearly black (actually thin-filmy)
> background, but only near objects like portholes or limiter tiles.  I want to
> deploy this in a way that I can have a "make porthole" function and it would
> apply this texture automatically, since we have many many MANY portholes and
> doing it by hand for each one would be a real pain.
>
> Cheers,
> -Dave
>
>

It looks like that can benefit from a proximity pattern.

There is at least one proximity pattern macro and it's in the todo list 
of features for version 3.7: coded but not implemented yet unless i'm 
mistaking.


Alain


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From: Thomas de Groot
Subject: Re: Texture (blackened hole)
Date: 21 Jul 2010 03:22:25
Message: <4c46a031@news.povray.org>
"Alain" <aze### [at] qwertyorg> schreef in bericht 
news:4c4656c2$1@news.povray.org...
> It looks like that can benefit from a proximity pattern.
>
> There is at least one proximity pattern macro and it's in the todo list of 
> features for version 3.7: coded but not implemented yet unless i'm 
> mistaking.

...but Edouard Poor's or Sam Benge's macros work fine.

- Edouard's can be found at p.b.s-f, september 10th, 2009. You will need 
version 0.95;

- Sam's can be found at p.t.s-f, august, 24th, 2009.

Thomas


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From: Jim Charter
Subject: Re: Texture (blackened hole)
Date: 1 Aug 2010 18:17:57
Message: <4c55f295$1@news.povray.org>
In addition to the other ideas, if it is just the circular portholes, 
you might average several cylindrical or spherical patterns into your 
base pattern placing each at a pothole location.  You can control the 
'falloff' with a combination of scale and the poly_wave modifier.  You 
could also use them as transparent masks and add as layers, though that 
is trickier to do.


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