|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> 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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |