POV-Ray : Newsgroups : povray.newusers : Chipboard texture Server Time: 19 Dec 2018 07:59:36 GMT
  Chipboard texture (Message 1 to 4 of 4)  
From: Bald Eagle
Subject: Chipboard texture
Date: 29 Jan 2018 13:30:00
Message: <web.5a6f217fe33edc0fc437ac910@news.povray.org>
This is one of those things that ought to be simple, but I've never wuite been
able to get it to work out right.

I wanted to design a texture resembling chipboard / particle board / OSB.

I figured that it would be as simple as using some randomly rotated wood
textures with a crackle pattern - but for whatever reason it looked like hell
the last 2 times I've tried it.

Anybody care to take a stab at it?


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From: dick balaska
Subject: Re: Chipboard texture
Date: 29 Jan 2018 14:36:32
Message: <5a6f3170$1@news.povray.org>
On 01/29/2018 08:28 AM, Bald Eagle wrote:
> This is one of those things that ought to be simple, but I've never wuite been
> able to get it to work out right.
> 
> I wanted to design a texture resembling chipboard / particle board / OSB.

How about Cork or Cork bumps from the insert menu?


-- 
dik
Rendered 920576 of 921600 pixels (99%)


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From: Kontemplator
Subject: Re: Chipboard texture
Date: 29 Jan 2018 17:10:06
Message: <web.5a6f547d210f7801b414b8600@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> This is one of those things that ought to be simple, but I've never wuite been
> able to get it to work out right.
>
> I wanted to design a texture resembling chipboard / particle board / OSB.
>
> I figured that it would be as simple as using some randomly rotated wood
> textures with a crackle pattern - but for whatever reason it looked like hell
> the last 2 times I've tried it.
>
> Anybody care to take a stab at it?

I'ts not that simple to make it perfect,
but with some magic drink ...

http://news.povray.org/povray.binaries.images/message/%3Cweb.5a6f4f23eeb2419db414b8600%40news.povray.org%3E/#%3Cweb.5a6
f4f23eeb2419db414b8600%40news.povray.org%3E

hope you like it.


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From: Alain
Subject: Re: Chipboard texture
Date: 29 Jan 2018 23:48:50
Message: <5a6fb2e2@news.povray.org>
Le 18-01-29 à 08:28, Bald Eagle a écrit :
> This is one of those things that ought to be simple, but I've never wuite been
> able to get it to work out right.
> 
> I wanted to design a texture resembling chipboard / particle board / OSB.
> 
> I figured that it would be as simple as using some randomly rotated wood
> textures with a crackle pattern - but for whatever reason it looked like hell
> the last 2 times I've tried it.
> 
> Anybody care to take a stab at it?
> 
> 

If you have something like:
[0 wood rotate 0*x][1 Wood rotate 90*x]
Then, for all values between 0  and 1, you get a mix of the two 
extremes. It probably don't look good.

You probably want something like (with "Wood" declared as some wood like 
texture):

[0.1 Wood]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.1 Wood rotate Rot][0.2 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.2 Wood rotate Rot][0.3 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.3 Wood rotate Rot][0.4 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.4 Wood rotate Rot][0.5 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.5 Wood rotate Rot][0.6 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.6 Wood rotate Rot][0.7 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.7 Wood rotate Rot][0.8 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.8 Wood rotate Rot][0.9 Wood rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.9 Wood rotate Rot]

That way, you get 10 ranges that have some uniform but random rotations.

You may want to have some tint variations. For that, declare two 
textures that are the exact same EXCEPT that they use different 
colour_map, like one light and one dark.
This gives this:

[0 WoodLight][0.1 WoodDark]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.1 WoodLight rotate Rot][0.2 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.2 WoodLight rotate Rot][0.3 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.3 WoodLight rotate Rot][0.4 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.4 WoodLight rotate Rot][0.5 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.5 WoodLight rotate Rot][0.6 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.6 WoodLight rotate Rot][0.7 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.7 WoodLight rotate Rot][0.8 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.8 WoodLight rotate Rot][0.9 WoodDark rotate Rot]
#local Rot = <rand(R),rand(R),rand(R)>*360;
[0.9 WoodLight rotate Rot][1 WoodDark rotate Rot]


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