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Hi, I'm still kind of a new user, I've been goofing around with POV on and
off for awhile. I was just wondering what the best way would be to go
about giving an object that is made of stone, a broken/chipped look. Not
necessarily from errosion, but from using a chisel to mold the stone,
having little cracks and indentations. The object is just made from this:
difference{
cylinder {
0*x, .75*x, 1
rotate y*60
texture { T_Grnt25 }
}
cylinder {
-1*x, 2*x, .4
rotate y*60
texture { T_Grnt25 }
}
}
I'm looking to give the outer side the chipped look. I was thinking using
splines inside the difference bracket, but I didn't know if there might be
any easier way. Thanks!
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"SkinRock" <ski### [at] skinrockcom> wrote in message
news:web.408f3b87a5f405d44e6ccf840@news.povray.org...
> difference{
> cylinder {
> 0*x, .75*x, 1
> rotate y*60
> texture { T_Grnt25 }
> }
> cylinder {
> -1*x, 2*x, .4
> rotate y*60
> texture { T_Grnt25 }
> }
> }
I wouldn't try CSG to get the broken look. Depending on resolution, either use
normals (if high res. not needed) or make your object an iso-surface (for high
res.).
If I get some time later, I'll post an example of each.
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SkinRock nous apporta ses lumieres ainsi en ce 2004/04/28 01:05... :
>Hi, I'm still kind of a new user, I've been goofing around with POV on and
>off for awhile. I was just wondering what the best way would be to go
>about giving an object that is made of stone, a broken/chipped look. Not
>necessarily from errosion, but from using a chisel to mold the stone,
>having little cracks and indentations. The object is just made from this:
>difference{
>cylinder {
> 0*x, .75*x, 1
> rotate y*60
> texture { T_Grnt25 }
>}
>cylinder {
> -1*x, 2*x, .4
> rotate y*60
> texture { T_Grnt25 }
>}
>}
>I'm looking to give the outer side the chipped look. I was thinking using
>splines inside the difference bracket, but I didn't know if there might be
>any easier way. Thanks!
>
>
>
>
If you only have a, very, few chips (less than 10), you /may/ use some
small boxes to chip into your cylinder.
If you want chipping all over the surface, you are way beter with the
suggestion of Tom Melly.
Tip: when you want the same texture or transformation for all parts,
place it at the end like:
difference{
cylinder{0*x, 0.75*x, 1}
cylinder{-0.1*x, 0.76*x, 0.4}
texture {T_Grnt25} // apply the texture once to the whole object
rotate 60*y // rotate the complete object at once
translate <x, y, z> // some displacement
}
Cleaner, easier to read, less prone to errors, use less memory, is
faster ro write, parse and render.
Alain
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