POV-Ray : Newsgroups : povray.advanced-users : Palm trees from primatives : Re: Palm trees from primatives Server Time
29 Jul 2024 20:24:59 EDT (-0400)
  Re: Palm trees from primatives  
From: bob h
Date: 16 Feb 2002 08:59:11
Message: <3c6e65af@news.povray.org>
"Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
news:3c6df0a4@news.povray.org...
>
> "bob h" <omn### [at] charternet> wrote in message
> news:3c68d377$1@news.povray.org...
>
> > Yeah, the render within a render can be pretty neat, as many online
> > galleries can attest to.
>
> Yes, though is there anything I can do to the painting scene that will
make
> it look slightly unfinished with out resorting to post trace effects in
like
> the gimp?

Any number of things are possible I suppose.  One thing that comes to mind
is material_map to take the rendered image and make incomplete parts to it,
hence unfinished.  Likewise by using a patterned layered texture with
image_map(s) as the main pigment.
Getting a oil painting look to it wouldn't be difficult, making different
brush stroke effects for each color region.  Kind of an in-POV Photoshop
filter effects just by applying various normals and finishes for those color
regions.

bob h

Take a look at this simplified form of that:

camera {
  location  -2*z
  right     x*image_width/image_height
  look_at   0
}

light_source {
  0,1
  translate <-5, 5, -30>
}

// textures for material map
#declare T0=texture {pigment {rgb 0}}
#declare T1=texture {pigment {rgb <0,1,0>}
 normal {wrinkles 0.25 scale 0.025}
  finish {specular 0.4 roughness 0.01}}
#declare T2=texture {pigment {rgb <1,1,0>}
 normal {granite 0.125 scale 0.125}
  finish {specular 0.2 roughness 0.025}}
#declare T3=texture {pigment {rgb <1,1,1>}
 normal {bumps 0.1 scale 0.1}
  finish {specular 0.3 roughness 0.0125}}
#declare T4=texture {pigment {rgb <0,1,1>}
 normal {marble 0.1 scale 0.1 turbulence 1}
  finish {specular 0.5 roughness 0.005}}
#declare T5=texture {pigment {rgb 1}}

plane {
  z, 0
  texture {
      material_map {
        png "materialmap.png" // 256 color bitmap (of your rendering)
        once
        interpolate 2

        texture {T0} // index 0
       #declare Index=1;
       #while (Index<25)
        texture {T1}
       #declare Index=Index+1;
       #end
       #while (Index<100)
        texture {T2}
       #declare Index=Index+1;
       #end
       #while (Index<150)
        texture {T3}
       #declare Index=Index+1;
       #end
       #while (Index<255)
        texture {T4}
       #declare Index=Index+1;
       #end
        texture {T5} // index 255
    }
      translate -0.5
      scale <4/3,1,1>*2
  }
}

To get better resolution of colors and textures into your image you'll need
to increase the number of entries.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.