POV-Ray : Newsgroups : povray.binaries.images : POVing again (~170k) : Re: POVing again (~170k) Server Time
11 Aug 2024 15:12:45 EDT (-0400)
  Re: POVing again (~170k)  
From: Tek
Date: 29 Feb 2004 04:32:29
Message: <4041b1ad@news.povray.org>
>   rotate <30,30,0>
>   scale .75
>   scale .3
>  }

whoops, ignore that last scale .3, that's just something I was using for my test
you don't need it.

-- 
Tek
www.evilsuperbrain.com


"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:4041b15a$1@news.povray.org...
> "Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
> news:40418673$1@news.povray.org...
> > I'd appreciate any specific ideas you might
> > have for improving it.
>
> WARNING - this is an incredibly long reply! But it sounded like you wanted
some
> tips on texturing so I've done my best:
>
> Okay, well one thing stands out to me straight away: that's a very complicated
> material, which is rather strange since we both agree it doesn't look so good.
> My advice would always be keep the material very simple until you have nearly
> the effect you like.
>
> So, following that I'd suggest this much simpler version might be a good
> starting point:
>  texture {
>   pigment {
>    wood
>    ramp_wave
>    color_map
>    {
>     [0 rgb <0.6, 0.35, 0.2> ]
>     [1 rgb <0.9, 0.65, 0.3> ]
>    }
>    turbulence 0.05
>   }
>   finish {
>    diffuse .7
>    ambient .3
>   }
>   rotate <30,30,0>
>   scale 0.75
>  }
>
> Now, from this we can start looking at some more complex effects, firstly we
can
> change the colour map so it returns smoothly to it's starting point:
>    color_map {
>     [ 0.0 rgb <0.6, 0.35, 0.2> ]
>     [ 0.8 rgb <0.9, 0.65, 0.3> ]
>     [ 1.0 rgb <0.6, 0.35, 0.2> ]
>    }
> Note that the colour at 1 is now the same as the colour at 0. This will remove
> the hard transition that occured before.
>
> Now, before we add anything else I think we should decide whether the colours
> look right. Personally I think they look far too dark for a chopping board, so
> I'd try something a bit lighter and yellower:
>     [ 0.0 rgb <0.9, 0.68, 0.4> ]
>     [ 0.8 rgb <1, 0.8, 0.5> ]
>     [ 1.0 rgb <0.9, 0.68, 0.4> ]
>
> That's still not perfect so I recommend you spend a bit longer at this stage
> until you get some colours you like.
>
> Now, let's alter the pattern of the stripes. That 0.8 value in the colour map
> can be changed to alter the way that the colours vary across the surface, also
> the ramp_wave can be changed for one of pov's other types to create different
> effects. Here's one example that I like but there's many other possibilities:
>
>  pigment {
>    wood
>    poly_wave 2
>    color_map
>    {
>     [ 0 rgb <0.9, 0.68, 0.4> ]
>     [ .05 rgb <1, 0.8, 0.5> ]
>     [ 1 rgb <0.9, 0.68, 0.4> ]
>    }
>    turbulence 0.05
>  }
>
> Now, lets look at the finish. The wood you had originally had a lot of
> reflection and phong highlights, this suggests a varnished wood, but of course
> chopping boards aren't varnished. So let's instead try to get a smooth but not
> polished sheen to it. No reflections, since chopping boards aren't really
> reflective, a soft and subtle highlight, and we'll tweak the brightness of the
> material.
>
>   finish {
>    diffuse .5
>    ambient .3
>    brilliance 1.8
>    specular .2 roughness .5 metallic 1
>   }
>
> There's 2 important things to notice here: the brilliance value alters the way
> that the diffuse lighting looks, larger values give a more gradual falloff.
And
> the metallic specular highlight with a high roughness value behaves sort of
like
> a half-specular/half-diffuse light. It's a trick I used to create metallic
> paint, but in this situation it's trying to fake the sheen that unvarnished
wood
> has.
>
> Now, there's one final thing I'd like to do to this material, it's looking a
bit
> flat so let's give it a normal map:
>
>   normal {
>    wood
>    poly_wave 2
>    turbulence 0.05
>    normal_map
>    {
>     [ 0 granite .05 scale .4 ]
>     [ .05 radial .01 rotate x*90 sine_wave frequency 200 ]
>     [ 1 granite .05 scale .4 ]
>    }
>   }
>
> What I've done here is use the exact same basic pattern as the pigment, but
> instead of blending 2 different colours I'm blending 2 normal patterns.
There's
> a radial one rotated to give perpendicular stripes across the rings in the
wood,
> and a granite texture to add noise to the darker patches of wood.
>
> Finally, we can tidy this up so that we don't have to have 2 copies of this
> pattern, like so:
>
>  texture {
>   pigment_pattern {
>    //first let's take care of the wood pattern.
>    wood
>    poly_wave 2
>    color_map
>    {
>     [ 0 rgb 0 ]
>     [ .05 rgb 1 ]
>     [ 1 rgb 0 ]
>    }
>    turbulence 0.05
>   }
>
>   //we have now defined a pattern so that
>   //anything we map to 0 appears on the "dark" rings
>   //and anything we map to zero appears on the light rings
>
>   texture_map {
>    [0
>     //pattern for dark rings, a dark colour and noisy normal
>     pigment { rgb <0.9, 0.68, 0.4> }
>     finish {
>      diffuse .6
>      ambient .3
>      brilliance 1.8
>      specular .1 roughness .5 metallic .5
>     }
>     normal { granite .05 scale .4 }
>    ]
>    [1
>     //pattern for light rings, a lighter colour and striped normal
>     pigment { rgb <1, 0.8, 0.5> }
>     finish {
>      diffuse .6
>      ambient .3
>      brilliance 1.8
>      specular .1 roughness .5 metallic .5
>     }
>     normal { radial .01 rotate x*90 sine_wave frequency 200 }
>    ]
>    }
>
>   rotate <30,30,0>
>   scale .75
>   scale .3
>  }
>
> This technique isn't entirely necessary, but I find using pigment_patterns
like
> this can make it much easier to build complex textures.
>
> I hope all of this helps!
>
> -- 
> Tek
> www.evilsuperbrain.com
>
>
>


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