POV-Ray : Newsgroups : povray.binaries.images : Ruined Place - WIP 3 : Re: Ruined Place - WIP 3 Server Time
2 Aug 2024 04:20:08 EDT (-0400)
  Re: Ruined Place - WIP 3  
From: Thomas de Groot
Date: 15 Feb 2008 04:49:09
Message: <47b56015@news.povray.org>
"Jim Charter" <jrc### [at] msncom> schreef in bericht 
news:47b5144d$1@news.povray.org...
>
> Looking better and better.  I think it mostly needs more variation between 
> stones and areas.

Thanks Jim. I am still not really happy with this although there is 
improvement. Yes, variation is needed and easy to do (implemented now to 
some extend; see below).

>
> Not sure what you mean by 'crackle solid' pattern.  Are you using a none 
> standard form?  What this actually reminds me of is the 'cells' pattern 
> which might be something worth trying too.

To simulate the lichen I used a color_map with crackle solid. Here is the 
macro code (state of the art) I used for the tiles. You only need to define 
a parameter T (here: 0.4), a seed value for the parameter RR, and include 
rand.inc. Note that I lowered the diffuse value of the lichen to 0.5. A 
quick render shows this to be much better. The lichen now blends better with 
the surrounding stone.

//-- Start Code --
#macro StoneTex()
#declare PLichen =
pigment {
  crackle solid
  color_map {
    [0.45 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.50 rgb <249, 224, 142>/255 ]
    [0.55 rgb <163, 149,  26>/255 ]
     [0.555 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.60 rgb <215, 172,  67>/255 ]
    [0.65 rgb <124,  82,   0>/255 ]
     [0.655 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.70 rgb <255, 217, 126>/255 ]
    [0.75 rgb <155, 111,  50>/255 ]
     [0.755 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.80 rgb <176, 155,  98>/255 ]
    [0.85 rgb <126, 106,  53>/255 ]
     [0.855 rgbf <1.0, 1.0, 1.0, 1.0> ]
    [0.90 rgb <249, 224, 142>/255 ]
    [0.95 rgb <163, 149,  26>/255 ]
  }
  scale  <1.0, 1.0, 1.0>*0.02
  warp {turbulence 0.1}
}

#local Amount = RRand(T-0.1, T+0.1, RR);

#declare TLichen =
texture {
  pigment {
    granite
    pigment_map {
      [Amount color rgbf <1.0, 1.0, 1.0, 1.0> ]
      [Amount PLichen]
    }
    //scale  <1.0, 1.0, 2.0>*0.1
    //warp {turbulence <1.0, 1.0, 1.0>}
  }
  normal {
    crackle 10.0 solid
    bump_size 2.0
    scale 0.01
    //warp {turbulence <1.0, 1.0, 1.0>}
  }
  finish {
    ambient 0.0
    diffuse 0.5
  }
}

#declare LichenLimestone =
material {
   // Limestone:
   texture {
      pigment {
         agate
         agate_turb 1.0
         pigment_map {
            [0.0   color rgb <1.0, 1.0, 1.0>*0.3]
            [0.4   color rgb <0.6, 0.6, 0.6>*0.3]
            [0.8   color rgb <0.9, 0.9, 0.9>*0.3]
            [1.0   color rgb <0.7, 0.7, 0.7>*0.3]
         }
         scale  <3.0, 0.3, 1.0>*0.05
         rotate    <-10.0, 0.0, 15.0>
      }
      normal {
         crackle 10 solid
         warp {turbulence 0.5}
         scale 0.2
      }
      finish {
         ambient 0.0
         brilliance 0.5
         specular 0.3525
         roughness 0.005
      }
   }
   // Lichen:
   texture {TLichen}
}

#end

//-- End Code --

>
> Now you've gotten me googling antique ruins.  They really are powerful 
> images.

Fascinating indeed. High potential for interesting scenes but also fairly 
difficult to do correctly is my own feeling.

Thomas


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