POV-Ray : Newsgroups : povray.general : specific radial wood texture (2nd try) Server Time
29 Jul 2024 14:19:14 EDT (-0400)
  specific radial wood texture (2nd try) (Message 1 to 1 of 1)  
From: hearing
Subject: specific radial wood texture (2nd try)
Date: 14 Jul 2011 08:45:01
Message: <web.4e1ee4478e864a99452487940@news.povray.org>
Hi everybody,

i am looking for a specific kind of wood texture.
In general the wood textures given in "woods.inc" have a cylindrical shape with
different modifications. For my application i find a combination, which is quite
near with this short example:
-----------------------------
#include "woods.inc"

background { color rgb <1, 1, 1> }
camera { location <1.1, 1.4, -1.1> look_at <0.0, 0.0, 0.0> }
light_source { <6.0, 8.0, -8.0> color rgb <1.0, 1.0, 1.0> }

box {
  <-0.35, -0.35, -0.35>
  < 0.35,  0.35,  0.35>
    texture {
            T_Wood10
            finish { specular 0.35 roughness 0.05 ambient 0.3 }
            rotate <-0, 90, 0>
            translate -y*0.2
            translate z*3
        }
}
-----------------------------
My specific wood species has additional radial xylem rays which are moving from
the center of the cylinder to the boundary bark. With their ellipsoid cross
section they have a wonderful appearance after cutting like:

http://de.wikipedia.org/w/index.php?title=Datei:Buche_Holz_1.jpg&filetimestamp=20050814172227

My Question: Do anyone know how to generate those additional radial rays in the
wood texture?

The wood texture is defined as:
-----------------------------
#declare T_Wood10 =
    texture {  pigment{ P_WoodGrain10A color_map { M_Wood10A }}}
    texture {  pigment{ P_WoodGrain10B color_map { M_Wood10B }}}
-----------------------------
with:
-----------------------------
#declare P_WoodGrain10A =
pigment {
    wood
    turbulence 0.02
 //   turbulence 0.5
    octaves 4
    lambda 3
    scale 0.175
    //scale <0.3,0.175,0.175>
    rotate <2, 2, 0>
}
#declare P_WoodGrain10B =
pigment {
    wood
    turbulence 0.02
    octaves 4
    lambda 2.8
    scale 0.2
    //scale <0.3,0.2,0.2>
    rotate <2, 2, 0>
    translate <0.0175, 0.0175, 0.0175>
}
-----------------------------
-----------------------------
For your help many thanks in advance
-----------------------------
-----------------------------
(some month later... ;) )
Now I just resume my work and try to follow your advises but I can't get it
anyway. After I get the topic about layered textures I applied planar and
cylindrical warp to bozo or leopard its not the solution I expected.
Any Ideas to get the "wood ray" texture more elliptic and the radial "rays"
constant in diameter? At the moment they are increasing the diameter
proportional to the distance to the centre, unfortunately. My actual test code
as follows:
//-----------------------
#include "woods.inc"
#include "woodmaps.inc"
#declare P_WoodGrain200A =
pigment {
    wood
    turbulence 0.02
    octaves 4
    lambda 3
    scale 0.175
    rotate <2, 2, 0>
}
#declare P_WoodGrain200B =
pigment {
    wood
    turbulence 0.02
    octaves 4
    lambda 2.8
    scale 0.2
    rotate <2, 2, 0>
    translate <0.0175, 0.0175, 0.0175>
}
#declare M_Wood200A =
color_map {
    [0.0, 0.5 color rgb <1.00, 0.85, 0.50>
              color rgb <0.90, 0.70, 0.46>]
    [0.5, 0.7 color rgb <0.90, 0.70, 0.46>
              color rgb <0.90, 0.70, 0.46>]
    [0.7, 1.0 color rgb <0.90, 0.70, 0.46>
              color rgb <1.00, 0.85, 0.50>]
}
/*#declare M_Wood200B =
color_map {
    [0.0, 0.5 color rgbt <1.00, 0.45, 0.10, 0.80>
              color rgbt <0.85, 0.65, 0.40, 0.40>]
    [0.5, 0.7 color rgbt <0.85, 0.65, 0.40, 0.40>
              color rgbt <0.85, 0.65, 0.40, 0.40>]
    [0.7, 1.0 color rgbt <0.85, 0.65, 0.40, 0.40>
              color rgbt <1.00, 0.45, 0.10, 0.80>]
}
*/#declare M_Wood200B =
color_map {
    [0.0, 0.5 color rgbt <1.00, 0.45, 0.10, 0.00>
              color rgbt <0.85, 0.65, 0.40, 0.00>]
    [0.5, 0.6 color rgbt <0.85, 0.65, 0.40, 0.00>
              color rgbt <0.85, 0.65, 0.40, 0.00>]
    [0.6, 1.0 color rgbt <0.85, 0.65, 0.40, 0.990>
              color rgbt <1.00, 0.45, 0.10, 0.990>]
}
#declare T_Wood200 =
   texture {  pigment{ P_WoodGrain200A color_map { M_Wood200A } }}
   texture {  pigment{ P_WoodGrain200B color_map { M_Wood200B } }}
//
background { color rgb <1, 1, 1> }
camera { location <1.1, 0.75, -1.5> look_at <0.0, 0.0, 0.0> }
light_source { <6.0, 8.0, -8.0> color rgb <1.0, 1.0, 1.0> }
//
box {
  <-0.35, -0.35, -0.35>
  < 0.35,  0.35,  0.35>
      texture { T_Wood200
            pigment {
                       // leopard
                     //  bozo
                     crackle scale <5,1,5>*0.3
                     warp { planar <0.002,0.1,-1>,50 }

                    //-----------------------
                     warp{  cylindrical
                        orientation <0,0,1>
                        dist_exp 0.0
                        }
                    //-----------------------
                        }
               }
}
//-----------------------

hearing


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.