POV-Ray : Newsgroups : povray.general : Mapping Textures on irregular shapes : Re: Mapping Textures on irregular shapes Server Time
18 Apr 2024 05:11:22 EDT (-0400)
  Re: Mapping Textures on irregular shapes  
From: Bald Eagle
Date: 23 Apr 2020 07:05:01
Message: <web.5ea1757a72e01857fb0b41570@news.povray.org>
"Josh" <nomail@nomail> wrote:
> As a starting point, any advice to create a variety of textures something like
> these?
>
> https://opengameart.org/content/24-bigger-asteroids
> https://opengameart.org/content/432-isometrics-rocks-and-asteroids

Those look pretty simple.
Glossy, so use something like specular and/or phong highlighting in the finish
{} block of the texture.

My personal standard reference for rocks is of course:

http://hof.povray.org/pebbles.html
http://xlcus.com/povray/pebbles/pebbles.pov

Which if you look at the actual texturing, is just using pretty stock POV-Ray
patterns properly paired with normals based on the same pigment pattern in the
right scale and orientation.

Which is why I shamelessly (and lazily) ripped off all that code to do this:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5d3c5fe27be432e04eec112d0%40news.povray.org%3E/

:D

Once you get the idea, then you can look into setting up a basic marble pigment,
adding the turbulence, the modifiers that go with that, making an easily
adjustable color/pigment/texture/material map etc.

I'd say for rapid development, make a grid of asteroids like you've shown with a
nested loop and have each one be a little different, so you can look at a lot of
different variations with a single render.

http://f-lohmueller.de/pov_tut/loop/povlup1e.htm


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