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"Jim Charter" <jrc### [at] msn com> wrote in message
news:4210db55@news.povray.org...
> Beautiful. Some really nice subtlties like the way the tacks sink into
> the wood grain and the vertical drizzle of yellow.
:-)
> So I take it you are combining UV mapping with procedural texture or did
> you lay the texture down on the imagemap along with the strip shapes?
UV-mapping? Blasphemy! ;-)
It's all procedural. I think I used about 5-6 layers of texture to create
the wood. Actually, I have nothing against uv-mapping, but I generally find
it easier (and more fulfilling) to use procedural unless I'm dealing with
something where pictures/drawings are involved. But I don't want to paint
myself into a corner, either. Playing around with Gilles' Mini Cooper demo
taught me a lot about how to use heightfields in conjunction with
photographic textures, and some day I may make use of that. For example,
it's difficult (though not impossible) to produce "wear" in the proper
places by using procedural textures. But I digress...
To make the fingers have a different texture than the wood that they are
tacked onto, I simply made a cylinder slightly larger than most of the
heightfield cylinder (technically an isosurface) and said "translate x*20"
for the texture. I experimented with more complex solutions ("cylindrical"
pigments), but that was the simplest solution.
I had a difficult time forcing myself to use a heightfield, and I actually
produced a version that was pure CSG. But with the heightfield, I was able
to make the tack holes, and then place the tacks in them one at a time, as
well as to make the "fingers" a little bit round. Basically, it was about
the same process that I used for my old radios (the "face-plates" were all
heightfields), except wrapped around a cylinder. Anyway, I think it makes
for a more realistic object, while keeping all of the benefits of using CSG.
--
Jeremy
www.beantoad.com
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