POV-Ray : Newsgroups : povray.binaries.images : Logo Planet (wip) : Re: Logo Planet (wip) Server Time
9 May 2024 02:23:09 EDT (-0400)
  Re: Logo Planet (wip)  
From: Samuel B 
Date: 12 Jan 2024 20:35:00
Message: <web.65a1e7a3a24051f716bed5696e741498@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 12-1-2024 om 04:00 schreef Samuel B.:
> > Hi Thomas,
> >
> > Your render looks good! It feels like it should be on an album cover for
> > something featured on Hearts of Space :D
> >
> > Are the craters procedural, or a texture map? I've been wondering how one might
> > make procedural craters and your post is making me think about it again...
> >
> You are not far wrong ;-) I had one of those covers from the SF magazine
> Analog in mind (somewhen 1966 - 1972) which I was reading at that time
> (does not make me feel younger...) and I have half a mind to continue in
> that particular vein.

Is Analog even still being published? Some of those stories were great.

> The craters are generated by an uv_mapped bump_map. As I rarely do
> uv_mapping directly on primitive POV objects like here, I got some
> surprises which I need to investigate further. I shall certainly be back
> here with some questions. The documentation only gave me partial, for my
> purpose unsatisfactory answers.

The default uv mapping is going to be different for every primitive, of course,
and some stretching is guaranteed in any case.

I'm thinking that for complex objects, triplanar mapping might be the best thing
to use. (Triplanar mapping in POV-Ray would probably use 3 nested slope maps,
with each axis getting one planar map). There /is/ a blending issue when using
triplanar mapping, but it can be mitigated somewhat. It's one of those things I
haven't gotten around to yet (I was going to use something similar to depict
claymation-style fingerprints on objects), but if I make any headway I'll post
it.

> Procedural craters might be an interesting option indeed. No idea at
> present on how to go about it...
>
> --
> Thomas

I'm thinking crackle form x patterns as a basis, but it's going to take a bit of
work...

Sam


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