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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> > Thanks. I'm trying to generate small speckles.
> >
> > It is an emphasis, too.
> >
> > And I'm thinking how composite this to the base color. I use "average" in this
> > picture. But this method is fail to more requirements. Sometimes speckles should
> > darker than the base color. the method cannot control it well.
>
> I think that this is going to be another advanced-granite texture odyssey.
>
> You will probably need to use functions, and some way to introduce noise, in
> order to randomize those color variations in the growth rings.
>
I always use functions, till the pigment composite.
> If you're going to tackle that, I'd probably start by making a list of common
> features of real wood, and think about how to implement each of those, and where
> they need to be in a hierarchy.
Yes, I'm dealing with it.
>
> Different growth ring thicknesses. (one ring vs another)
It has done, notice the program manipulate video 0:12 ~ 0:29, it control the
radial growth speed vs year.
Than program output the year_vs_r function using select(r - r0, , ...),
than composite them to time_function(x, y, z) with angular distortion.
> Variable growth ring thickness (change in thickness along any given ring)
This is a good idea, I think I should add it.
> Asymmetric growth ring thickness. (a bent or curved branch will be thick on one
> side and thin on the other)
Not uniform ring thickness I wonder how to implement. Basically, if it can
implement in POV-Ray, than it can do in principle. My Java program can output
some data and it can be numerous like the attachment.
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