POV-Ray : Newsgroups : povray.binaries.images : Wood & Heightfield : Re: Wood & Heightfield Server Time
4 Oct 2024 09:14:36 EDT (-0400)
  Re: Wood & Heightfield  
From: Jan Schäfer
Date: 8 Apr 1999 04:56:46
Message: <370C6143.69CBACBE@imise.uni-leipzig.de>
Hello,

Thomas Lake wrote:
> 
> I remember a couple of people's posts to my images mentioning that a
> better way to make a flat wood surface is to use a height_field with
> matching wood texture. How exactly do you go about doing this? Would you
> place the height_field just above the surface of the wooden object?
> Would you use a wood texture created by pov as the bit map for the
> height_field?

A more simple way is to define the parameters in the pigment section also as a
normal. You have to use the same setting as in the pigment statement without the
color_map. For better understanding here is a example:

texture
	{
        pigment
		{
                wood
                turbulence 0.04
                octaves 3
                scale <0.1, 0.1, 0.1>
                color_map 
			{
                        [0.0 color rgb <0.888, 0.6, 0.3>]
                        [0.1 color rgb <0.888, 0.6, 0.3>]
                        [0.1 color rgb <0.888, 0.6, 0.3>]
                        [0.9 color rgb <0.6, 0.4, 0.2>]
                        [0.9 color rgb <0.6, 0.4, 0.2>]
                        [1.0 color rgb <0.6, 0.4, 0.2>]
                        } // End of color_map
		}
	normal
		{
                wood
                turbulence 0.04
                octaves 3
                scale <0.1, 0.1, 0.1>
                }
	}

With this code you produce a wooden texture where the brighter parts of the wood
are lower than the dark ones. Just like an old wooden table in a pub ;-)

I found this tip in the German PovRay Magazine, an internet magazine in German
with a lot of good hints and tutorials. For those who understand German here is
the URL:

http://www.stud.uni-goettingen.de/~jthewes/dpmur.htm



So long,

Jan


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