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On 10/06/2021 2:25 am, Bald Eagle wrote:
> Hi Matt,
>
>>> "m@b" <sai### [at] googlemailcom> wrote:
>>>> Trying to emulate mechanical shading.
>
> This is clever! I like it. :)
>
Thanks.
................ snip
>> (I am not sure where this function came from - I used it many years ago
>> in another project.)
>
> I see in your posted code that you comment that "map_type 0" is required - but
> the docs say that this is the default planar mapping, so maybe it's not actually
> a requirement?
.
You are right - it is the default, perhaps it was a requirement 20 years
ago when I last played with POV-Ray
>
> I had this bouncing around in my head today, and maybe it would be faster to
> make some pigment patterns and use a pigment map instead of sphere primitives.
But I would need some primitives to put the pattern on?
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5a7774f01a0c102c5cafe28e0%40news.povray.org%3E/
>
> You could even just make a single linear pattern and the others would just be
> rotations or scales of it. (have the line thickness be dependent on the color
> channel value)
>
> The other thing I was thinking was that you might also be able to get an outline
> or shape-following effect if you calculated not only the value of any given
> pixel, but the gradient of the function there as well. Then you could make the
> lines perpendicular to the gradient / tangent to the curve.
>
> I know TOK wrote the gradient functions in the distributed include files, and
> there are edge-finding algorithms that give you the gradient of the image as a
> bonus.
Hmm - I need to think about these things. Interesting suggestions.
>
> This looks like something super fun to play with, with a lot of potential for
> future development! Good work :)
>
>
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