POV-Ray : Newsgroups : povray.newusers : Realistic linoleum floor tiles : Re: Realistic linoleum floor tiles Server Time
15 May 2024 22:31:53 EDT (-0400)
  Re: Realistic linoleum floor tiles  
From: Le Forgeron
Date: 1 Mar 2014 02:44:16
Message: <53118fd0$1@news.povray.org>
Le 01/03/2014 04:05, Bald Eagle nous fit lire :
> Does anyone have any ideas about how to lay out a large area of standard 1-foot
> square linoleum floor tiles?
> I'm mostly concerned with 1) providing for a slight unevenness where the floor
> tiles meet edge to edge, and getting a random orientation of the texture for
> each tile.
> 
> Is there a way to modify the brick pigment pattern to obtain a grid,
> 

It's already a grid... you just do not look at it from the right
direction. (and you need cubic brick) Look at it from y.

random orientation might mean using either warp, or / and, some map of
texture/pigment

If it was only for tincture rather than orientation, a direct "cells"
pattern would have been fine. (it's a cubic grid)

> or would the best bet be to iterate a thin box across the area with a normal to
> give an uneven edge in the z-plane?  Maybe clip the tile with a crud-textured
> box to simulate the dirt buildup in the cracks...
> 
> 
If you are ready to replace a plane with textures with multiple objects,
just loop over with a flat box (your idea) with a very very small
perturbation of rotation around its center (in 3D). Just make the box
something like 99% of the grid step, and put an underneath plane for the
dirt. But it will be lost details and might generates moire effects. Of
course each box can have its own texture, including an orientation.

I used to make tiled surface (like laboratory table) with
superelllipsoid (flat, and nearly a box) and two loops.


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