POV-Ray : Newsgroups : povray.binaries.images : stone and brick wall : Re: stone and brick wall Server Time
2 Aug 2024 12:18:04 EDT (-0400)
  Re: stone and brick wall  
From: Zeger Knaepen
Date: 25 Jul 2007 01:25:10
Message: <46a6deb6$1@news.povray.org>
"Paul Fuller" <pgf### [at] optusnetcomau> wrote in message 
news:46a68d71@news.povray.org...
> Very nice stone wall.  Some suggestions:

thank you!

> - Perhaps tone down the colour variation and degree of pitting of the 
> stones.  In practice the stones would likely be quarried from the same 
> place and would have less variation.  Still this is very pretty so make it 
> a parameter ?

very true! as it is now, the macro only defines the location and size of the 
stones, another macro makes random stones, with random textures, which get 
scaled and positioned accordingly, so in a way, it already is a parameter, 
albeit not explicitely.  I believe this approach gives you the most 
flexibility.

> - A real stone wall would also need to be much thicker to stand safely

no problem, that can be adjusted

> - The lintel would also have to be thicker (in height) and more deeply set 
> (extending further beyond the left and right sides of the window space

again no problem :)

> The brick wall looks good at a distance.  In closeup I'd say that the 
> mortar needs to be thinner and with a much finer pattern.  The brick 
> texture looks smoother than in reality but of course adding the required 
> roughness would be quite difficult.  I like the dirt / mold overlay.

I might have an idea of how to make it look better, using the accuracy 
keyword in the normal-block.  The default value of .02 is way too high to 
make a rough look on that scale.
I'll have to do some tests though

> I'd love to see progress so please keep us posted.

will do :)

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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