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I have been looking at the great pictures in the images group and i
noticed that a lot of them are commented on as looking Lightwavish and
that the texture look procedural. So how do i do this? if it makes
for more realistic textures great!
P.S. can someone give me a few links to some math sites with most or
all the basic geometrical and algebraic formulas?
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Psychomek wrote:
>
> I have been looking at the great pictures in the images group and i
> noticed that a lot of them are commented on as looking Lightwavish and
> that the texture look procedural. So how do i do this? if it makes
> for more realistic textures great!
You might find this interesting and maybe even helpful -
http://www.inapg.inra.fr/dsa/temp/makingof.htm
> P.S. can someone give me a few links to some math sites with most or
> all the basic geometrical and algebraic formulas?
Links to everything you never wanted to know on the subject -
http://www.povray.org/links/3D_Resources/
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Psychomek wrote:
> I have been looking at the great pictures in the images group and i
> noticed that a lot of them are commented on as looking Lightwavish and
> that the texture look procedural. So how do i do this? if it makes
> for more realistic textures great!
If you refer to HE Day's comment about Simon de Vet's spaceship being
"lightwavish", I assume that HE meant that the textures had this cool
"weathered" (rust, patina) look that we can see in sci-fi (or other) pics
made with programmes like Lightwave or Max. I guess that effects like this
are usually obtained by image maps pasted with uv mapping (or with
specialised plugins), something that is indeed possible to do with povray
and Megapov, for a small number of primitives. To do that in pov with
procedural textures is quite difficult to obtain, but very rewarding, and
people like HE Day or Simon de Vet are very good at it. It's usually done
by layering textures, or by using texture maps, material maps or image
patterns (the latter in Megapov only).
G.
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Here's a good example, go to p.b.i and look for...
H.E.Day 4/4/00 12:55 Re:A bot renewed(2 pics 43bu)
--
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.
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Ken do you know of one that is a little more detailed? maybe one for the
Moray modeller?
Ken wrote:
> Psychomek wrote:
> >
> > I have been looking at the great pictures in the images group and i
> > noticed that a lot of them are commented on as looking Lightwavish and
> > that the texture look procedural. So how do i do this? if it makes
> > for more realistic textures great!
>
> You might find this interesting and maybe even helpful -
> http://www.inapg.inra.fr/dsa/temp/makingof.htm
>
> > P.S. can someone give me a few links to some math sites with most or
> > all the basic geometrical and algebraic formulas?
>
> Links to everything you never wanted to know on the subject -
> http://www.povray.org/links/3D_Resources/
>
> --
> Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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