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From: Anthony D  Baye
Subject: Layering detail textures
Date: 9 Oct 2012 05:15:01
Message: <web.5073e9f7dae1fbb2d97ee2b90@news.povray.org>
I have a prop object I just finished creating, it is built from individually
textured elements.

what I'd like to do is add detail textures to the whole thing, based on image
maps, but I can't figure out how to make it work.

Any help on this would be appreciated.. I'd post code, but I'd like to debut the
finished object as a whole.

Regards,
A.D.B.


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From: Jaime Vives Piqueres
Subject: Re: Layering detail textures
Date: 9 Oct 2012 07:18:19
Message: <507407fb$1@news.povray.org>
On 09/10/12 11:10, Anthony D. Baye wrote:
> I have a prop object I just finished creating, it is built from
> individually textured elements.
>
> what I'd like to do is add detail textures to the whole thing, based
> on image maps, but I can't figure out how to make it work.
>

   You mean layering transparent textures onto the textured CSG isn't
working? ...I don't remember ever trying something like that, but my
"POV-Ray instinct" tells me it should work (well, perhaps with some
workaround).

--
Jaime


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From: Christian Froeschlin
Subject: Re: Layering detail textures
Date: 9 Oct 2012 16:06:15
Message: <507483b7$1@news.povray.org>
Anthony D. Baye wrote:

> I have a prop object I just finished creating, it is built from individually
> textured elements.
> 
> what I'd like to do is add detail textures to the whole thing, based on image
> maps, but I can't figure out how to make it work.

IIRC you cannot override (or add to) textures of subcomponents. If you
wish to layer textures you need to apply all textures on the same level.
In some situations this forces you to a less elegant solution.


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From: Anthony D  Baye
Subject: Re: Layering detail textures
Date: 9 Oct 2012 16:10:01
Message: <web.5074848c207c714ed97ee2b90@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> On 09/10/12 11:10, Anthony D. Baye wrote:
> > I have a prop object I just finished creating, it is built from
> > individually textured elements.
> >
> > what I'd like to do is add detail textures to the whole thing, based
> > on image maps, but I can't figure out how to make it work.
> >
>
>    You mean layering transparent textures onto the textured CSG isn't
> working? ...I don't remember ever trying something like that, but my
> "POV-Ray instinct" tells me it should work (well, perhaps with some
> workaround).
>
> --
> Jaime

it is not working.  The texture shows up on the untextured surfaces (such as
clipping surfaces from differences and intersections) but not on the textured
surfaces.

A quick search shows a post from 2008 requesting extension of the texturing
system to allow overlays:

http://news.povray.org/povray.pov4.discussion.general/thread/%3Cweb.4799def8e1857b77c150d4c10%40news.povray.org%3E/

apparently you can only layer textures over previously textured objects if the
object in question is a single primitive.

This makes it nearly impossible - or, at least, unnecessarily dificult - to do
complex textures on csg objects.

Correct me if I'm wrong.

Regards,
A.D.B.


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From: Alain
Subject: Re: Layering detail textures
Date: 9 Oct 2012 21:20:21
Message: <5074cd55@news.povray.org>

> I have a prop object I just finished creating, it is built from individually
> textured elements.
>
> what I'd like to do is add detail textures to the whole thing, based on image
> maps, but I can't figure out how to make it work.
>
> Any help on this would be appreciated.. I'd post code, but I'd like to debut the
> finished object as a whole.
>
> Regards,
> A.D.B.
>
>

No individualy textured CSG component can ever receive any texturing 
applied to the whole SCG. Any pigment, texture, finish, interior, normal 
or material applied to a SCG object affect only the untextured 
components. This allow you to have a main texture, then, add individual 
textures as needed to specific elements. It's by design.

If you want to apply some overlay texture to individualy textured 
component, you need to apply that overlay texture as a layered texture 
over the existing texture of each textured component.



Alain


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From: Anthony D  Baye
Subject: Re: Layering detail textures
Date: 9 Oct 2012 22:25:01
Message: <web.5074dc38207c714ed97ee2b90@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> > I have a prop object I just finished creating, it is built from individually
> > textured elements.
> >
> > what I'd like to do is add detail textures to the whole thing, based on image
> > maps, but I can't figure out how to make it work.
> >
> > Any help on this would be appreciated.. I'd post code, but I'd like to debut the
> > finished object as a whole.
> >
> > Regards,
> > A.D.B.
> >
> >
>
> No individualy textured CSG component can ever receive any texturing
> applied to the whole SCG. Any pigment, texture, finish, interior, normal
> or material applied to a SCG object affect only the untextured
> components. This allow you to have a main texture, then, add individual
> textures as needed to specific elements. It's by design.
>
> If you want to apply some overlay texture to individualy textured
> component, you need to apply that overlay texture as a layered texture
> over the existing texture of each textured component.
>
>
>
> Alain

The reason the elements are individually textured is that, though they may use
the same texture, the orientation of that texture is important w/r/t the
individual object, and cannot be placed on the whole model.

The problem is that I want to apply a series of overlays to the object as a
whole, to simulate the effects of age, decals, spray-paint etc...  doing this to
individual objects would make the csg ten times as complicated - making it
impossible for me to construct the object procedurally, and use different
overlays for different situations - and involve complex transformations of
textures on the micro-level.

I've tried turning the image maps into isosurfaces and differencing them from
the object, but that's not working either because of sharp edges.

the only other things I can think of is constructing them as csg objects, which
would be tedious if not impossible, or "spraying" them on as microscopic
particles using trace and eval_pigment...

Regards,
A.D.B.


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From: scott
Subject: Re: Layering detail textures
Date: 10 Oct 2012 03:21:04
Message: <507521e0$1@news.povray.org>
> The reason the elements are individually textured is that, though they may use
> the same texture, the orientation of that texture is important w/r/t the
> individual object, and cannot be placed on the whole model.

Depending on how complex your CSG is, it might be possible to make a 
copy of the whole CSG object (without textures) and make it marginally 
larger than the original. Then you can apply a mainly transparent 
texture with your decals applied.

It's not an ideal solution though, I've come up against that before when 
making a wooden table where the top was made up of several different 
bits of wood. In my case it was easy to add an additional transparent 
object just above the surface, but in general it's not always that easy.

Personally I think it's counter-intuitive that a "texture" statement at 
a higher level wouldn't act on *all* lower level objects (obviously 
making them redundant if totally opaque). If I apply a translate, rotate 
etc it acts on the whole thing, not only on sub-objects that haven't 
been translated/rotated already.

If needed there should be a special flag to say "don't apply this 
texture to sub-objects that are already textured".


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From: ShadowMage3D
Subject: Re: Layering detail textures
Date: 10 Oct 2012 03:45:32
Message: <5075279c$1@news.povray.org>
On 10/10/2012 01:21 AM, scott wrote:
>> The reason the elements are individually textured is that, though they
>> may use
>> the same texture, the orientation of that texture is important w/r/t the
>> individual object, and cannot be placed on the whole model.
>
> Depending on how complex your CSG is, it might be possible to make a
> copy of the whole CSG object (without textures) and make it marginally
> larger than the original. Then you can apply a mainly transparent
> texture with your decals applied.
>
> It's not an ideal solution though, I've come up against that before when
> making a wooden table where the top was made up of several different
> bits of wood. In my case it was easy to add an additional transparent
> object just above the surface, but in general it's not always that easy.
>
> Personally I think it's counter-intuitive that a "texture" statement at
> a higher level wouldn't act on *all* lower level objects (obviously
> making them redundant if totally opaque). If I apply a translate, rotate
> etc it acts on the whole thing, not only on sub-objects that haven't
> been translated/rotated already.
>
> If needed there should be a special flag to say "don't apply this
> texture to sub-objects that are already textured".
>

I actually don't mind the idea of a spray-paint macro - other than the 
shear number of objects involved - it seems as though it would provide 
an ideal way to apply certain textures, like stencilled lettering. 
Where a texture overlay might wrap around objects, the spray-paint 
method would not, it would only cover front surfaces.

I've been thinking that, if I limit the sprayer to a single color, and 
union all the particles to be textured as a set, it would be more efficient.

I also have ideas for allowing the use of a spline as a pattern, rather 
than an image, but I'd like to get it working for images first (black 
and white only, for now)

suggestions are welcome.

Regards,
A.D.B.


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From: Christian Froeschlin
Subject: Re: Layering detail textures
Date: 10 Oct 2012 17:45:51
Message: <5075ec8f$1@news.povray.org>
Anthony D. Baye wrote:

> The problem is that I want to apply a series of overlays to the object as a
> whole, to simulate the effects of age, decals, spray-paint etc...  doing this to
> individual objects would make the csg ten times as complicated - making it
> impossible for me to construct the object procedurally

I agree it is inconvient and not very elegant, but usually it is
still possible. Basically you could turn your procedurally created
objects into macros that takes an array of textures as input, then
you can create instances with correctly layered textures for all
CSG objects you need them in.

> the only other things I can think of is constructing them as csg objects, which
> would be tedious if not impossible, or "spraying" them on as microscopic
> particles using trace and eval_pigment...

I added a feature request in the bug tracker so the issue
doesn't get lost. It does pop up from time to time.

http://bugs.povray.org/task/256


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From: Anthony D  Baye
Subject: Re: Layering detail textures
Date: 10 Oct 2012 18:10:01
Message: <web.5075f172207c714ed97ee2b90@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Anthony D. Baye wrote:
>
> > The problem is that I want to apply a series of overlays to the object as a
> > whole, to simulate the effects of age, decals, spray-paint etc...  doing this to
> > individual objects would make the csg ten times as complicated - making it
> > impossible for me to construct the object procedurally
>
> I agree it is inconvient and not very elegant, but usually it is
> still possible. Basically you could turn your procedurally created
> objects into macros that takes an array of textures as input, then
> you can create instances with correctly layered textures for all
> CSG objects you need them in.
>
> > the only other things I can think of is constructing them as csg objects, which
> > would be tedious if not impossible, or "spraying" them on as microscopic
> > particles using trace and eval_pigment...
>
> I added a feature request in the bug tracker so the issue
> doesn't get lost. It does pop up from time to time.
>
> http://bugs.povray.org/task/256

Thanks

ITMT, I am going to try writing a spray-paint macro.

Regards,
A.D.B.


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