POV-Ray : Newsgroups : povray.newusers : simulating cracks in surface using normals : Re: simulating cracks in surface using normals Server Time
29 Jul 2024 04:20:28 EDT (-0400)
  Re: simulating cracks in surface using normals  
From: Trevor G Quayle
Date: 25 Oct 2006 13:15:01
Message: <web.453f9b7184a00c02c150d4c10@news.povray.org>
"Toon" <nomail@nomail> wrote:
> Hi,
>
> Thanks! I've tried using average; the only problem is that it also averages
> the textures at the points where there's no crack. So for example if both
> textures have equal weights, the bozo strength of the MouldedLook is
> divided by 2. This works fine if I use a bump_map for the crack with the
> everything but the crack filled with black pixels; in this case the Crack
> texture returns the simple uniform color that is part of both textures. If
> I then multiply the bozo in MouldedLook by 2 I get my original texture
> back.
>
> However, I would like to use a more random pattern instead of a repeating
> crack picture, and was unable to create a normal which returns some random
> cracks with a strong normal but leaves everything else unaltered like in
> the bump_map. Is there a good way to make such a pattern? Maybe with some
> agate or marble pattern like in a pigment with a color_map like the example
> on http://library.thinkquest.org/3285/language/pigment.html#agate . Can a
> similar thing be done with a normal?

try crackle with a user defined slope_map, you may also need to play with
the form values though the default should be adequate.  See the docs for
more help on the crackle pattern and slope_map.

-tgq


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.