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> It's just the pattern from the P_WoodGrain12a pigment,
> modified to be a normal, you can look it up in woods.inc,
> that's in the POV/include directory.
Ok, that worked great! I had to distort the patterns a bit to get the grain the
way I wanted it, but it worked nicely.
I made a floor of boards,
#declare Floor = object { union { object { Board1 translate <-15, 0, 0>}
object { Board2 translate <-12, 0, 0>}
object { Board3 translate < -9, 0, 0>}
object { Board4 translate < -6, 0, 0>}
object { Board5 translate < -3, 0, 0>}
object { Board6 translate < 0, 0, 0>}
object { Board7 translate < 3, 0, 0>}
object { Board8 translate < 6, 0, 0>}
object { Board9 translate < 9, 0, 0>}
object { Board10 translate < 12, 0, 0>}
object { Board11 translate < 15, 0, 0>}
}
scale <0.5, 1, 1>
}
Each board has the same texture, but slid back and forth so that they don't look
like "clones".
#declare Board1 = object { Board
material { Floor_Texture
translate <1, 0, 10>
}
}
The actual board is pretty simple, I position them at 3 unit intervals, so they
are 2.9 wide, which gives a fair looking gap between.
#declare Board = object { box { <-0.5, -0.5, -0.5> // one corner position <X1
Y1 Z1>
< 0.5, 0.5, 0.5> // other corner position <X2
Y2 Z2>
scale <2.95, 1.0, 100.0> //2.9" wide, 100" long,
1" thick
translate <0, -0.5, 0> //Move the top back down
to 0,0,0
}
}
And here's how the texture ended up.
#declare Floor_Texture = material { texture { pigment { P_WoodGrain18A color_map
{M_Wood18A }}}
texture { pigment { P_WoodGrain12A color_map
{M_Wood18B }}}
texture { pigment { P_WoodGrain12B color_map
{M_Wood18B }}
normal { average normal_map {
[0.5 N_WoodGrain18a]
[0.5 N_WoodGrain12a]
[0.5 N_WoodGrain12b]
}
}
finish {reflection 0.05}
}
scale <0.5, 1.0, 2.0> // stretch and
compress for finer "grain"
}
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