POV-Ray : Newsgroups : povray.general : Flocking Server Time
18 May 2024 17:56:00 EDT (-0400)
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From: Stephen
Subject: Re: Flocking
Date: 2 Jul 2016 05:34:45
Message: <57778ab5@news.povray.org>
On 7/2/2016 6:10 AM, Anthony D. Baye wrote:
> On closer inspection, I think this is the wrong kind of Flocking.  I'm looking
> for a flocking texture technique.

Well it was quite early in the morning for me.

Do you remember Rune's Fur texture from about the same time?

Last entry on the page.



-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Flocking
Date: 2 Jul 2016 05:40:22
Message: <57778c06$1@news.povray.org>
On 7/2/2016 8:09 AM, Thomas de Groot wrote:
> damascene texture

Not often you slip up with your English.
Damask. :-P

I wonder if your texture can be combined with Rune's Fur Texture.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Flocking
Date: 2 Jul 2016 07:15:29
Message: <5777a251$1@news.povray.org>
On 2-7-2016 11:40, Stephen wrote:
> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>> damascene texture
>
> Not often you slip up with your English.
> Damask. :-P

It is confusing. Damask is certainly right, but damascene is also used 
in this context. See: https://en.wikipedia.org/wiki/Damascening and 
especially 'Damascene in Toledo, Spain'.

>
> I wonder if your texture can be combined with Rune's Fur Texture.
>

I should revisit Rune's texture to be sure, but I suppose it should be 
possible one way or another. I was thinking in the line of a contrast of 
strong and weak (micro-) normals controlled by the pigment_pattern.

-- 
Thomas


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From: Stephen
Subject: Re: Flocking
Date: 2 Jul 2016 10:11:34
Message: <5777cb96$1@news.povray.org>
On 7/2/2016 12:15 PM, Thomas de Groot wrote:
> On 2-7-2016 11:40, Stephen wrote:
>> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>>> damascene texture
>>
>> Not often you slip up with your English.
>> Damask. :-P
>
> It is confusing. Damask is certainly right, but damascene is also used
> in this context. See: https://en.wikipedia.org/wiki/Damascening and
> especially 'Damascene in Toledo, Spain'.
>

True, true and true. But for cloth... ;)
My first thought on damascene is related to, "on the road to Damascus"
Checking up on my memory. I found the meaning of "damask cheek" as used 
by Shakespeare. Rosy cheeked.

>>
>> I wonder if your texture can be combined with Rune's Fur Texture.
>>
>
> I should revisit Rune's texture to be sure, but I suppose it should be
> possible one way or another. I was thinking in the line of a contrast of
> strong and weak (micro-) normals controlled by the pigment_pattern.
>

I like Rune's macro (attached). It is simple. :)

I took a look at your code but since Bishop3d does not support 
pigment_pattern. I tied myself in knots with the syntax in Ver 3·62.
I'll try again when I am not doing six things at the same time. Soon 
come. :)


-- 

Regards
     Stephen


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Attachments:
Download 'furtex.zip' (1 KB)

From: Thomas de Groot
Subject: Re: Flocking
Date: 5 Jul 2016 02:42:01
Message: <577b56b9$1@news.povray.org>
On 2-7-2016 16:11, Stephen wrote:
> On 7/2/2016 12:15 PM, Thomas de Groot wrote:
>> On 2-7-2016 11:40, Stephen wrote:
>>> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>>>> damascene texture
>>>
>>> Not often you slip up with your English.
>>> Damask. :-P
>>
>> It is confusing. Damask is certainly right, but damascene is also used
>> in this context. See: https://en.wikipedia.org/wiki/Damascening and
>> especially 'Damascene in Toledo, Spain'.
>>
>
> True, true and true. But for cloth... ;)
> My first thought on damascene is related to, "on the road to Damascus"
> Checking up on my memory. I found the meaning of "damask cheek" as used
> by Shakespeare. Rosy cheeked.

You are absolutely right of course. 'Damask' should be used for cloth, 
damascene for inlay work, but do we know what Anthony intends to do? ;-)

>
>>>
>>> I wonder if your texture can be combined with Rune's Fur Texture.
>>>
>>
>> I should revisit Rune's texture to be sure, but I suppose it should be
>> possible one way or another. I was thinking in the line of a contrast of
>> strong and weak (micro-) normals controlled by the pigment_pattern.
>>
>
> I like Rune's macro (attached). It is simple. :)
>
> I took a look at your code but since Bishop3d does not support
> pigment_pattern. I tied myself in knots with the syntax in Ver 3·62.
> I'll try again when I am not doing six things at the same time. Soon
> come. :)
>

I am busy with something else now but I shall want to have a try too.

-- 
Thomas


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From: Stephen
Subject: Re: Flocking
Date: 5 Jul 2016 04:07:14
Message: <577b6ab2$1@news.povray.org>
On 7/5/2016 7:41 AM, Thomas de Groot wrote:
> On 2-7-2016 16:11, Stephen wrote:
>> On 7/2/2016 12:15 PM, Thomas de Groot wrote:
>>> On 2-7-2016 11:40, Stephen wrote:
>>>> On 7/2/2016 8:09 AM, Thomas de Groot wrote:
>>>>> damascene texture
>>>>
>>>> Not often you slip up with your English.
>>>> Damask. :-P
>>>
>>> It is confusing. Damask is certainly right, but damascene is also used
>>> in this context. See: https://en.wikipedia.org/wiki/Damascening and
>>> especially 'Damascene in Toledo, Spain'.
>>>
>>
>> True, true and true. But for cloth... ;)
>> My first thought on damascene is related to, "on the road to Damascus"
>> Checking up on my memory. I found the meaning of "damask cheek" as used
>> by Shakespeare. Rosy cheeked.
>
> You are absolutely right of course. 'Damask' should be used for cloth,
> damascene for inlay work, but do we know what Anthony intends to do? ;-)
>

Flock wallpaper is my guess.



>>
>>>>
>>>> I wonder if your texture can be combined with Rune's Fur Texture.
>>>>
>>>
>>> I should revisit Rune's texture to be sure, but I suppose it should be
>>> possible one way or another. I was thinking in the line of a contrast of
>>> strong and weak (micro-) normals controlled by the pigment_pattern.
>>>
>>
>> I like Rune's macro (attached). It is simple. :)
>>
>> I took a look at your code but since Bishop3d does not support
>> pigment_pattern. I tied myself in knots with the syntax in Ver 3·62.
>> I'll try again when I am not doing six things at the same time. Soon
>> come. :)
>>
>
> I am busy with something else now but I shall want to have a try too.
>

It is time to move on from Bishop3D. Bye bye old scenes.

Back to learning Blender.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Flocking
Date: 5 Jul 2016 07:04:27
Message: <577b943b$1@news.povray.org>
On 5-7-2016 10:07, Stephen wrote:
> It is time to move on from Bishop3D. Bye bye old scenes.
>
> Back to learning Blender.
>

That is not a bad idea at all.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Flocking
Date: 5 Jul 2016 09:25:01
Message: <web.577bb4b6706bc742664116940@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> It is time to move on from Bishop3D. Bye bye old scenes.
>
> Back to learning Blender.

I have recently discovered, though not yet had enough free, round tuits, to try
-

Breeze designer:
http://www.breezedesigner.com/breeze/download.aspx

Lionsnake modeler:
http://evilsnack.byethost22.com/lionsnake.htm?ckattempt=2

(just to throw this in here)
Arabeske:
http://www.wozzeck.net/arabeske/manual-export/povray-export.html

Plus there's the recently posted Infinity 3D modeler.

Maybe we ought to start a new thread to post links to POV-Ray compatible
utilities, as I am sure there are quite a few broken links, and always new
things to be discovered!

{Embrace the command-line, Stephen   ;) }


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From: Doctor John
Subject: Re: Flocking
Date: 5 Jul 2016 09:49:42
Message: <577bbaf6$1@news.povray.org>
On 05/07/16 14:23, Bald Eagle wrote:
<snip>
> 
> {Embrace the command-line, Stephen   ;) }
> 
> 
Whilst I agree with your sentiment, I have to say that that is not going
to happen until Microsoft releases its source code.

John
-- 
It's not about bravery.
It's about doing what I need to do to win


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From: Stephen
Subject: Re: Flocking
Date: 5 Jul 2016 10:18:19
Message: <577bc1ab$1@news.povray.org>
On 7/5/2016 2:23 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> It is time to move on from Bishop3D. Bye bye old scenes.
>>
>> Back to learning Blender.
>
> I have recently discovered, though not yet had enough free, round tuits, to try
> -


Thanks for taking the time to look them up.

I had a quick look but they all came out of the Ark. Bishop3D is good 
but it is not maintained any more. It only has 3.6 syntax but it can 
import a large subset of it.

I think Blender is the best open source modeller about.
There are two plugins that export SDL so it is not all meshes and you 
can use PovRay textures. It just takes a long time to get competent with it.


>
> Breeze designer:
> http://www.breezedesigner.com/breeze/download.aspx
>

I think that this is a bit old. It talks about PovRay Ver 3


> Lionsnake modeler:
> http://evilsnack.byethost22.com/lionsnake.htm?ckattempt=2
>

Again this is old about 2010.

> (just to throw this in here)
> Arabeske:
> http://www.wozzeck.net/arabeske/manual-export/povray-export.html
>

Last updated Jan 2004



> Plus there's the recently posted Infinity 3D modeler.
>

Made me think that one. :)


> Maybe we ought to start a new thread to post links to POV-Ray compatible
> utilities, as I am sure there are quite a few broken links, and always new
> things to be discovered!
>
Is that a volunteer?
One pace forward!

> {Embrace the command-line, Stephen   ;) }
>
>

Away and play on a busy road. :-P

You will be telling me to get a computer that you boot up by stepping 
through switch registers.

Viva tomorrow! :)

-- 

Regards
     Stephen


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