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8 Jul 2024 16:43:37 EDT (-0400)
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From: Rune
Subject: Re: finish_map and layered textures
Date: 29 Jan 2002 17:42:50
Message: <3c57256a@news.povray.org>
"Jan Walzer" wrote:
> You would need a map for every property of the finish-block ...

That would be equivalent to color_map and bump_map but the requested feature
is a map equivalent to pigment_map and normal_map. That is, *not* a map for
every property of the finish-block, but just one map for the entire finish.

Rune
--
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Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Christopher James Huff
Subject: Re: finish_map and layered textures
Date: 29 Jan 2002 18:37:10
Message: <chrishuff-4A6E4D.18392829012002@netplex.aussie.org>
In article <3c56a626@news.povray.org>,
 "Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote:

> Hmmm, my actual question was: many people wanted finish_maps for a 
> very long time, even before MegaPov existed.  And yet it isn't part 
> of MegaPov.  I wonder why.  Is it hard to implement?

It wouldn't be easy, and would be impossible to do it cleanly in 3.5, 
you would have to modify the code to interpolate for every finish 
option, and there's lots of them. It would probably slow things down 
detectably. In addition, a workaround is available for the vast majority 
of cases...texture_map.
It's another thing that will probably wait for 4.0.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Christopher James Huff
Subject: Re: finish_map and layered textures
Date: 29 Jan 2002 18:40:04
Message: <chrishuff-B46498.18422329012002@netplex.aussie.org>
In article <3c570cf0@news.povray.org>, "Jan Walzer" <jan### [at] lzernet> 
wrote:

> You would need a map for every property of the finish-block ...

Not really...you could store entire finishes, and interpolate for each 
option when they are needed. The texture_map feature would probably be 
faster though.

What would be nice is if you could map each attribute individually, 
having separate maps for diffuse and reflection. There would have to be 
a standard way of doing the mapping, and it would require rewriting a 
lot.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Jan Walzer
Subject: Re: finish_map and layered textures
Date: 30 Jan 2002 14:24:52
Message: <3c584884$1@news.povray.org>
"Christopher James Huff" <chr### [at] maccom> wrote:
> > You would need a map for every property of the finish-block ...
>
> Not really...you could store entire finishes, and interpolate for each
> option when they are needed. The texture_map feature would probably be
> faster though.


HOW would you interpolate ...

I don't think it is always desired, to interpolate linear between them ...

btw: In my opinion these methods are all cheating, but do I count ? ;]
WinOSI goes the only right way... *g*

--
#macro J(N A)#local a=mod(N 3);#local W=<int(mod(A,4)*2)int(-A/4)9>*2;#if
(!mod(a 2))sphere{W,2,2pigment{color rgb<a*5A/2W.x/A*5>}}#if(a<1)sphere{W
+<2,0>2 2pigment{color rgb<a*10A 10>}}#end#end#if(N>3)J(int(N/3)A+1)#end#
end blob{J(29229171 0)threshold 1translate<-6 3>}/******Jan Walzer******/


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From: Christopher James Huff
Subject: Re: finish_map and layered textures
Date: 30 Jan 2002 17:09:34
Message: <chrishuff-ABB650.17104530012002@netplex.aussie.org>
In article <3c584884$1@news.povray.org>, "Jan Walzer" <jan### [at] lzernet> 
wrote:

> HOW would you interpolate ...

Element by element...when calculating diffuse, the diffuse values would 
be interpolated, etc.


> I don't think it is always desired, to interpolate linear between them ...

All the other maps (except slope_map, which is rather unusual) are 
linearly interpolated. I think it would lead to the best and most 
predictable results, though I've often wondered if quadratic and cubic 
options would be useful for color maps.

Again, I think the best solution would be to have each attribute 
individually mappable, but that is not practical in the current POV-Ray.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Warp
Subject: Re: finish_map and layered textures
Date: 30 Jan 2002 17:25:44
Message: <3c5872e8@news.povray.org>
Christopher James Huff <chr### [at] maccom> wrote:
: All the other maps (except slope_map, which is rather unusual) are 
: linearly interpolated.

  Are you sure that slope_map is not linearly interpolated?
  Linearly interpolating a _slope_ may get a result which doesn't _look like_
it was linearly interpolated (eg. in lighting), but that doesn't mean that
the slope is not interpolated linearly.
  (I think this is because interpolating a slope linearly causes an
interpolation in the apparent height of the surface which is not linear.)

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Christopher James Huff
Subject: Re: finish_map and layered textures
Date: 30 Jan 2002 17:41:43
Message: <chrishuff-B0A220.17425430012002@netplex.aussie.org>
In article <3c5872e8@news.povray.org>, Warp <war### [at] tagpovrayorg> 
wrote:

>   Are you sure that slope_map is not linearly interpolated?

The documentation seems to imply otherwise...you specify an "apparent 
height" and a "slope", and I always thought the slope was used to 
control the interpolation of the height. I've never really used slope 
maps before, though...

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Warp
Subject: Re: finish_map and layered textures
Date: 30 Jan 2002 18:16:10
Message: <3c587eba@news.povray.org>
Christopher James Huff <chr### [at] maccom> wrote:
: I've never really used slope maps before, though...

  You should. They are difficult to understand at first, but once you master
them, they are really handy. You can make pretty nice effects with them.
  Just a quickie which I cooked in a couple of minutes:

camera { location <0,1,-1>*3 look_at 0 angle 35 }
light_source { <20,15,-5>, 1 }
plane { y,0 pigment { rgb .5 } }
cylinder
{ 0,y*.1,1
  pigment { rgb <1,.5> }
  finish { specular .5 }
  normal
  { wood 1 slope_map
    { [0 <0,1>][.5 <1,1>][.5 <1,0>]
      [.9 <1,0>][.9 <1,-1>][1 <.5,0>]
    }
    scale .3
    rotate x*-90
  }
}


-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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