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22 Dec 2024 00:01:25 EST (-0500)
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From: Bald Eagle
Subject: Realistic linoleum floor tiles
Date: 28 Feb 2014 22:10:00
Message: <web.53114e7fcf4e1477d8e8d3ef0@news.povray.org>
Does anyone have any ideas about how to lay out a large area of standard 1-foot
square linoleum floor tiles?
I'm mostly concerned with 1) providing for a slight unevenness where the floor
tiles meet edge to edge, and getting a random orientation of the texture for
each tile.

Is there a way to modify the brick pigment pattern to obtain a grid,

or would the best bet be to iterate a thin box across the area with a normal to
give an uneven edge in the z-plane?  Maybe clip the tile with a crud-textured
box to simulate the dirt buildup in the cracks...


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From: Le Forgeron
Subject: Re: Realistic linoleum floor tiles
Date: 1 Mar 2014 02:44:16
Message: <53118fd0$1@news.povray.org>
Le 01/03/2014 04:05, Bald Eagle nous fit lire :
> Does anyone have any ideas about how to lay out a large area of standard 1-foot
> square linoleum floor tiles?
> I'm mostly concerned with 1) providing for a slight unevenness where the floor
> tiles meet edge to edge, and getting a random orientation of the texture for
> each tile.
> 
> Is there a way to modify the brick pigment pattern to obtain a grid,
> 

It's already a grid... you just do not look at it from the right
direction. (and you need cubic brick) Look at it from y.

random orientation might mean using either warp, or / and, some map of
texture/pigment

If it was only for tincture rather than orientation, a direct "cells"
pattern would have been fine. (it's a cubic grid)

> or would the best bet be to iterate a thin box across the area with a normal to
> give an uneven edge in the z-plane?  Maybe clip the tile with a crud-textured
> box to simulate the dirt buildup in the cracks...
> 
> 
If you are ready to replace a plane with textures with multiple objects,
just loop over with a flat box (your idea) with a very very small
perturbation of rotation around its center (in 3D). Just make the box
something like 99% of the grid step, and put an underneath plane for the
dirt. But it will be lost details and might generates moire effects. Of
course each box can have its own texture, including an orientation.

I used to make tiled surface (like laboratory table) with
superelllipsoid (flat, and nearly a box) and two loops.


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From: LanuHum
Subject: Re: Realistic linoleum floor tiles
Date: 1 Mar 2014 05:45:01
Message: <web.5311b903dbf6dde07a3e03fe0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> and getting a random orientation of the texture for
> each tile.
>

Also I want to deal with it. Already there is an idea:
http://news.povray.org/povray.binaries.images/message/%3Cweb.5311b0c84ca8017c7a3e03fe0%40news.povray.org%3E/#%3Cweb.531
1b0c84ca8017c7a3e03fe0%40news.povray.org%3E


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From: Bald Eagle
Subject: Re: Realistic linoleum floor tiles
Date: 1 Mar 2014 15:43:44
Message: <53124680@news.povray.org>
On 3/1/2014 2:44 AM, Le_Forgeron wrote:

> It's already a grid... you just do not look at it from the right
> direction. (and you need cubic brick) Look at it from y.

I would have completely missed that, even though I recall NOT rotating 
the texture by 90 deg when I made a box with the brick texture at 90 deg 
to the other walls.  (Note to self: pay attention and recall ALL small 
details)

Thanks for that - I'll give it a go.


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From: Alain
Subject: Re: Realistic linoleum floor tiles
Date: 1 Mar 2014 17:45:27
Message: <53126307@news.povray.org>

> Does anyone have any ideas about how to lay out a large area of standard 1-foot
> square linoleum floor tiles?
> I'm mostly concerned with 1) providing for a slight unevenness where the floor
> tiles meet edge to edge, and getting a random orientation of the texture for
> each tile.
>
> Is there a way to modify the brick pigment pattern to obtain a grid,
>
> or would the best bet be to iterate a thin box across the area with a normal to
> give an uneven edge in the z-plane?  Maybe clip the tile with a crud-textured
> box to simulate the dirt buildup in the cracks...
>
>

I'd go for a cells pattern.

First, declare your base pattern going from <0,0> to <1,1> on the X-Z 
plane. DON'T use the once keyword. You WANT the patern to repeat.

Next, create a cells pattern as follow:
#declare My_Tiles= texture{cells
texture_map{
[0.25 texture{Base_Tiles}]
[0.25 texture{Base_Tiles rotate 90*y}]
[0.50 texture{Base_Tiles rotate 90*y}]
[0.50 texture{Base_Tiles rotate 180*y}]
[0.75 texture{Base_Tiles rotate 180*y}]
[0.75 texture{Base_Tiles rotate 270*y}]
  }
}

Next, you only need to properly scale this texture to fit your scene.
If you translate that pattern 1 unit verticaly, you'll get a totaly 
different set of rotations.





Alain


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