On 11/14/24 09:33, Bald Eagle wrote:
> FYI:
> I noticed in the comments for the crackle source:
The comments in the code ahead of the crackle code itself come from the
original authors. I found them interesting - and like you, I wondered if
some were still true.
A few weeks ago I played with the idea of using crackle as base for a
wood texture. It was just a quick test, but see the attached image.
Aimed for pine, but ended up with something more like tulip poplar I
think. :-) The code used is simple and I believe it would work with the
crackle in official releases of POV-Ray too.
plane { -z 0
pigment {
crackle
ip_solid
color_map {
[0.0 AppleBlossom ]
[0.2 AppleGreen ]
[0.4 AppleGreen1 ]
[0.6 AppleGreen2 ]
[0.8 AppleGreen3 ]
[0.9 AppleGreen4 ]
[0.90 rgb 0 ]
[1.00 rgb 0 ]
}
scale <1,1/12666.6667,1>
rotate z*33.333
}
finish { emission 1 }
}
> Just #include "v40textures.inc" or something . . .
I agree with your aim.
I believe POV-Ray has long been self-hindered with respect to developing
good libraries of textures. Too many features on which textures /
materials are based behave in unstable ways. Much of my effort with the
yuqk fork has been to tune up the old core of code; To make existing
features more stable and more flexible (You've helped - 'quilted' and
'radial', for example). I'm still on that tune up bit...
Bill P.
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