POV-Ray : Newsgroups : povray.binaries.images : Tinkering with textures : Re: Tinkering with textures Server Time
3 May 2024 03:08:03 EDT (-0400)
  Re: Tinkering with textures  
From: architype
Date: 25 Jul 2016 07:15:00
Message: <web.5795f37868edbca0602b026c0@news.povray.org>
Thank you all for the replies. :)

"Yes, nice isn't it? The only thing is the repetition of the image_map on
the top stones which is too obvious. Either edit the image in order to
hide too visible details, or use an image_map with more stones."

Good point :)


"There is some really nice detail, there.
I like the split carpet. How did you get it around the pillars? ;-)
The scaffolding is good, I like the textures. It has some serious safety
issues though. You should model some scaffolding clamps to hold the
thing together. :-P
One last thing. It is a good idea to have a background that is not
uniform. A sky with simple clouds on a skysphere, is a good starting
point. It adds quite a bit to the look. :-)

I am just nitpicking because it is good.
Do you use a modeller or hand code?"

I appreciate the feedback ;)


Do I use a modeller?
Yes and no; no technically I don't use a modeller, but in practice I use Pov-Ray
as a modeller. I use the standard top-down approach, I break an arcade into
arch,
column and wall. I break the column into foot, shaft and capital etc.
Everything is a reusable parametric macro stored in an include file.

I use an old template generator written in delphi that takes the filename and
the
macro name as parameters.
The structure of the template is something like this:

------------------------------------------------------------------------------------------

debug = 1 or 0 (zero means that the file is used in a project and that the
camera
                should not be loaded)

if debug = 1 include the standard camera and light file

macro ColumnObj (params) = union

*variables and stuff*

object {  FootObj }
object {  ShaftObj }
object {  CapitalObj }

}

if debug then create an instance of the object

/*

here goes the include file stuff with search path and the like

and a list of params

and the default settings of the macro

*/

------------------------------------------------------------------------------------------

The foot, shaft and capital is broken down into smaller pieces in the same way.
And the column file is called/instanced in the arcade macro.

So because Pov-ray is so fast and I mainly use meshes and CSG I can draw the
column in a few seconds, so that I see what I am doing.

I use a custom insert menu that have stuff like:

#local W = 1;
#local H = 2;
#local T = 3;
box{<-W/2, 0, -T/2>, <W/2,H,T/2>  translate blah blah rotate so and so }

so I almost only use basic shapes and simple transforms. Sure, certain things
are hard to do with this technique, but in 90% of the cases it works just fine.

If I have an extremely tricky ornament or something I can create that particular
bit in some other program like sketchup and export to pov-ray. But generally I
just alter the architectural design into something I can model with my pov-ray
technique... :p


"It does look like a mosaic in a full size view. But why the obvious joins?
Interesting. :)"

Well, this was a quick demo, I was looking for work and needed to show that
I could use textures as well. I intend to finish it, but I dont have time
right now. ;)










Stephen <mca### [at] aolcom> wrote:
> On 7/25/2016 9:48 AM, clipka wrote:
> > Am 25.07.2016 um 10:24 schrieb Stephen:
> >
> >> I like the split carpet. How did you get it around the pillars? ;-)
> >
> > Fitting the carpet around pillars seems like a pretty easy task,
> > especially since it actually appears to be a mosaic ;)
> >
> It does look like a mosaic in a full size view. But why the obvious joins?
> Interesting. :)
>
> --
>
> Regards
>      Stephen


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