POV-Ray : Newsgroups : moray.win : Bowling Pin Surface and Texture Server Time
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From: Tim Hutcheson
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 11:19:31
Message: <373d8273.0@news.povray.org>
Thanks for the tips, Rick.  I'm going to try to add the red stripe this
morning and a logo of some sort.  Don't know the best way even to add the
stripe.  Is this an sPatch, Moray or Povray problem?  I mean I could add a
cylindrical band as a separate object (as a patch) or section the pin, in
sPatch, and color that in Moray.  But that will add surface anomalies. Or I
guess I could do it directly in Povray with code, which seems to be the more
mature way to go at it.  But that would mean rolling up my sleeves a bit
more and learning the language.  If so, I'm off to the bookstore to see what
povray books are there.

Obviously there are easy and direct approaches to this but it isn't clear
how to paint detail on an object as opposed to coloring and texturing an
object, which is straight forward.  When I lathed the bowling pin, I was
trying to create a toy problem to learn the right approaches to the general
cases that arise.  How would you proceed, other than to just have at it and
spend hours fiddling?

Thanks for your thoughts in advance.
--
Tim Hutcheson
w4l### [at] bellsouthnet


Rick <kit### [at] dialpipexcom> wrote in message
news:373d340d.0@news.povray.org...
> try to make to bowling pin white, and use a bump map to give the
impression
> of dents, maybe use a gradient texture for the pin, that way you can
unclude
> the red stripe.
>
> dont worry about the yellow tinge, a combination of good lighting and
> radioasity should take care of that. (assuming you are going to do a whole
> scene, it bowling alley, ball, room, etc etc etc.
>
> as i say, just may a bleach white w/ strip texture and render a few pins,
> post it to bin.imag and take it from there.
>
> Rick
>
> Tim Hutcheson <w4l### [at] bellsoughnet> wrote in message
> news:373cc699.0@news.povray.org...
> > As a newbie to 3D raytracing, I have been using a bowling pin design to
> > explore sPatch, Moary and PovRay.  I'm satisfied that I understand the
> > mechanics of using the software but would like to do a more realistic
> > rendering of the surface of the bowling pin now.  I see lots of
> > possibilities, of course, but which ones lead to good realism?  I'm
> thinking
> > of the color plate in the popular book on Renderman (name of book
escapes
> me
> > right now) as an example.  This rendering is rather striking (pardon the
> > pun) as it includes just a tinge of yellow/off-white and numerous dents,
> > etc.
> >
> > Has anyone reproduced this image?  I would love to see the sample code.
> >
> > --
> > Tim Hutcheson
> > w4l### [at] bellsouthnet
> >
> >
> >
> >
>
>


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From: Tim Hutcheson
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 11:32:55
Message: <373d8597.0@news.povray.org>
Thanks, Bob.  Nice image, I really like the floor treatment.

Tim Hutcheson
w4l### [at] bellsouthnet


Bob Hughes <inv### [at] aolcom> wrote in message
news:373D46CC.F8BA60D9@aol.com...
> I've done the bowling type scene before, very compressed image at:
>  http://members.aol.com/versecurse/lbowling.jpg
> and someone else here at the did another also a while back, much better as
> I recall. Might try seeking them out in the binaries.images group if you
> can search far enough back.
> If you want to see the pov scene file (not a moray file) for mine go ahead
> and email me via the address below.
>
>
> Tim Hutcheson wrote:
> >
> > As a newbie to 3D raytracing, I have been using a bowling pin design to
> > explore sPatch, Moary and PovRay.  I'm satisfied that I understand the
> > mechanics of using the software but would like to do a more realistic
> > rendering of the surface of the bowling pin now.  I see lots of
> > possibilities, of course, but which ones lead to good realism?  I'm
thinking
> > of the color plate in the popular book on Renderman (name of book
escapes me
> > right now) as an example.  This rendering is rather striking (pardon the
> > pun) as it includes just a tinge of yellow/off-white and numerous dents,
> > etc.
> >
> > Has anyone reproduced this image?  I would love to see the sample code.
> >
> > --
> > Tim Hutcheson
> > w4l### [at] bellsouthnet
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto://inversez@aol.com?Subject=PoV-News


Post a reply to this message

From: Ken
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 12:58:55
Message: <373D998D.8246ED7B@pacbell.net>
Tim Hutcheson wrote:
> 
> Thanks for the tips, Rick.  I'm going to try to add the red stripe this
> morning and a logo of some sort.  Don't know the best way even to add the
> stripe.  Is this an sPatch, Moray or Povray problem?  I mean I could add a
> cylindrical band as a separate object (as a patch) or section the pin, in
> sPatch, and color that in Moray.  But that will add surface anomalies. Or I
> guess I could do it directly in Povray with code, which seems to be the more
> mature way to go at it.  But that would mean rolling up my sleeves a bit
> more and learning the language.  If so, I'm off to the bookstore to see what
> povray books are there.

  There currently are no books in print on Pov-Ray unfortunatly. A better
bet would be a visit to my links page and head towards the online tutorials
section of the page. There you will find a wide variety of tutorials on many
different pov related subjects and they cover from plain white wrapper newbie
all the way to some of the more advanced subjects.
 
> Obviously there are easy and direct approaches to this but it isn't clear
> how to paint detail on an object as opposed to coloring and texturing an
> object, which is straight forward.  When I lathed the bowling pin, I was
> trying to create a toy problem to learn the right approaches to the general
> cases that arise.  How would you proceed, other than to just have at it and
> spend hours fiddling?
> 
> Thanks for your thoughts in advance.
> --
> Tim Hutcheson
> w4l### [at] bellsouthnet

 As far as texturing the pins I would not hesitate for a second to
consider using image maps for this. While you could easily add one
red stripe to each pin it gets more difficult to add logos to each
pin with just proceedural texturing alone. I would definatly advise
against breaking up your object unless you just dig doing things the
difficult way. I am attaching a teeny little image to the bottom or
this reply in hopes I don't get burned for posting an image into a
non binaries group. Anyway the image gives you a reasonable idea of
what you could create in a paint program and then use it as a image
map for the colors and even blemishes on the pins.

An example code for applying it would be:

object { Bowling_Pin
 pigment {
  image_map { gif "PinStripe.gif" interplolate 2 mape_type 0 }
   translate -0.5 scale <1, 2, 1> }
}

  Or if you have your heart set on a proceedural pigment (no logo with this
method ) try a gradient like this:

object { Bowling_Pin
 pigment { gradient y  
  color_map {
  [0.0 rgb <1,1,1>] // white
  [0.6 rgb <1,1,1>] // white
  [0.6 rgb <1,0,0>] // red
  [0.8 rgb <1,0,0>] // red
  [0.8 rgb <1,1,1>] // white
  [1.0 rgb <1,1,1>] // white
   }
  scale <1,2,1>}
}

  With the above the scale of course will change depending on oyur object size
and you may need to translate it a bit to get the stripe where you need it.
The last example is basicaly jsut that and is not garanteed to work right
out of the box (though I bet it is close).


-- 
Ken Tyler

mailto://tylereng@pacbell.net


Post a reply to this message


Attachments:
Download 'bowlpin.jpg' (3 KB)

Preview of image 'bowlpin.jpg'
bowlpin.jpg


 

From: Ken
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 13:36:56
Message: <373DA277.86294899@pacbell.net>
Ken wrote:
 A better
> bet would be a visit to my links page and head towards the online tutorials
> section of the page.

A link to the links might help:

http://home.pacbell.net/tylereng/links.htm

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Rick
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 18:14:23
Message: <373de3af.0@news.povray.org>
for  an idea of how tio do the texture, have a lookin the moray texture
libray, there's one called candy cane, one you see it you will get what i
had in mind

Rick


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From: Thomas Lake
Subject: Re: Bowling Pin Surface and Texture
Date: 15 May 1999 22:22:59
Message: <373E1E1D.27B4D68B@home.com>
I like the image too but I have a few suggestions if you don't mind. The pins are
a little too squat and a little too fat, they look a little like cartoon bowling
pins. Also there is nothing behind the pins! What I mean is the area behind the
pins where you would usually see some simple machinery which catch and reset the
pins and where the ball falls into and get returned to the player. Anyway, don't
mean to offend, other than that, very nice I like the wood texture!

Bob Hughes wrote:

> I've done the bowling type scene before, very compressed image at:
>  http://members.aol.com/versecurse/lbowling.jpg
> and someone else here at the did another also a while back, much better as
> I recall. Might try seeking them out in the binaries.images group if you
> can search far enough back.
> If you want to see the pov scene file (not a moray file) for mine go ahead
> and email me via the address below.
>
> Tim Hutcheson wrote:
> >
> > As a newbie to 3D raytracing, I have been using a bowling pin design to
> > explore sPatch, Moary and PovRay.  I'm satisfied that I understand the
> > mechanics of using the software but would like to do a more realistic
> > rendering of the surface of the bowling pin now.  I see lots of
> > possibilities, of course, but which ones lead to good realism?  I'm thinking
> > of the color plate in the popular book on Renderman (name of book escapes me
> > right now) as an example.  This rendering is rather striking (pardon the
> > pun) as it includes just a tinge of yellow/off-white and numerous dents,
> > etc.
> >
> > Has anyone reproduced this image?  I would love to see the sample code.
> >
> > --
> > Tim Hutcheson
> > w4l### [at] bellsouthnet
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto://inversez@aol.com?Subject=PoV-News


Post a reply to this message

From: Bob Hughes
Subject: Re: Bowling Pin Surface and Texture
Date: 16 May 1999 09:07:48
Message: <373EB510.AECD5B82@aol.com>
No offense taken, however, you are talking about something from a couple
years ago and I'm not sure if I'll ever do anymore with it. You've gone
and wasted some good advice ;)
Btw the pins are a lathe, and I didn't even do a good guess on the
dimensions. Went for a "looks right to me" way of doing things while
putting numbers in. And as we all probably know, not the best way to go
when modelling real life objects.
Thanks for your time regardless Thomas.


Thomas Lake wrote:
> 
> I like the image too but I have a few suggestions if you don't mind. The pins are
> a little too squat and a little too fat, they look a little like cartoon bowling
> pins. Also there is nothing behind the pins! What I mean is the area behind the
> pins where you would usually see some simple machinery which catch and reset the
> pins and where the ball falls into and get returned to the player. Anyway, don't
> mean to offend, other than that, very nice I like the wood texture!
> 
> Bob Hughes wrote:
> 
> > I've done the bowling type scene before, very compressed image at:
> >  http://members.aol.com/versecurse/lbowling.jpg
> > and someone else here at the did another also a while back, much better as
> > I recall. Might try seeking them out in the binaries.images group if you
> > can search far enough back.
> > If you want to see the pov scene file (not a moray file) for mine go ahead
> > and email me via the address below.
> >
> > Tim Hutcheson wrote:
> > >
> > > As a newbie to 3D raytracing, I have been using a bowling pin design to
> > > explore sPatch, Moary and PovRay.  I'm satisfied that I understand the
> > > mechanics of using the software but would like to do a more realistic
> > > rendering of the surface of the bowling pin now.  I see lots of
> > > possibilities, of course, but which ones lead to good realism?  I'm thinking
> > > of the color plate in the popular book on Renderman (name of book escapes me
> > > right now) as an example.  This rendering is rather striking (pardon the
> > > pun) as it includes just a tinge of yellow/off-white and numerous dents,
> > > etc.
> > >
> > > Has anyone reproduced this image?  I would love to see the sample code.
> > >
> > > --
> > > Tim Hutcheson
> > > w4l### [at] bellsouthnet
> >
> > --
> >  omniVERSE: beyond the universe
> >   http://members.aol.com/inversez/homepage.htm
> >  mailto://inversez@aol.com?Subject=PoV-News

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto://inversez@aol.com?Subject=PoV-News


Post a reply to this message

From: Tim Hutcheson
Subject: Re: Bowling Pin Surface and Texture
Date: 16 May 1999 19:30:34
Message: <373f470a.0@news.povray.org>
Thanks, I've bookmarked your links.  I'm in the process of experimenting
with image and maps for colors, logos and bumps now.

--
Tim Hutcheson
w4l### [at] bellsouthnet


Ken <tyl### [at] pacbellnet> wrote in message
news:373D998D.8246ED7B@pacbell.net...
> Tim Hutcheson wrote:
> >
> > Thanks for the tips, Rick.  I'm going to try to add the red stripe this
> > morning and a logo of some sort.  Don't know the best way even to add
the
> > stripe.  Is this an sPatch, Moray or Povray problem?  I mean I could add
a
> > cylindrical band as a separate object (as a patch) or section the pin,
in
> > sPatch, and color that in Moray.  But that will add surface anomalies.
Or I
> > guess I could do it directly in Povray with code, which seems to be the
more
> > mature way to go at it.  But that would mean rolling up my sleeves a bit
> > more and learning the language.  If so, I'm off to the bookstore to see
what
> > povray books are there.
>
>   There currently are no books in print on Pov-Ray unfortunatly. A better
> bet would be a visit to my links page and head towards the online
tutorials
> section of the page. There you will find a wide variety of tutorials on
many
> different pov related subjects and they cover from plain white wrapper
newbie
> all the way to some of the more advanced subjects.
>
> > Obviously there are easy and direct approaches to this but it isn't
clear
> > how to paint detail on an object as opposed to coloring and texturing an
> > object, which is straight forward.  When I lathed the bowling pin, I was
> > trying to create a toy problem to learn the right approaches to the
general
> > cases that arise.  How would you proceed, other than to just have at it
and
> > spend hours fiddling?
> >
> > Thanks for your thoughts in advance.
> > --
> > Tim Hutcheson
> > w4l### [at] bellsouthnet
>
>  As far as texturing the pins I would not hesitate for a second to
> consider using image maps for this. While you could easily add one
> red stripe to each pin it gets more difficult to add logos to each
> pin with just proceedural texturing alone. I would definatly advise
> against breaking up your object unless you just dig doing things the
> difficult way. I am attaching a teeny little image to the bottom or
> this reply in hopes I don't get burned for posting an image into a
> non binaries group. Anyway the image gives you a reasonable idea of
> what you could create in a paint program and then use it as a image
> map for the colors and even blemishes on the pins.
>
> An example code for applying it would be:
>
> object { Bowling_Pin
>  pigment {
>   image_map { gif "PinStripe.gif" interplolate 2 mape_type 0 }
>    translate -0.5 scale <1, 2, 1> }
> }
>
>   Or if you have your heart set on a proceedural pigment (no logo with
this
> method ) try a gradient like this:
>
> object { Bowling_Pin
>  pigment { gradient y
>   color_map {
>   [0.0 rgb <1,1,1>] // white
>   [0.6 rgb <1,1,1>] // white
>   [0.6 rgb <1,0,0>] // red
>   [0.8 rgb <1,0,0>] // red
>   [0.8 rgb <1,1,1>] // white
>   [1.0 rgb <1,1,1>] // white
>    }
>   scale <1,2,1>}
> }
>
>   With the above the scale of course will change depending on oyur object
size
> and you may need to translate it a bit to get the stripe where you need
it.
> The last example is basicaly jsut that and is not garanteed to work right
> out of the box (though I bet it is close).
>
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net


----------------------------------------------------------------------------
----


Post a reply to this message

From: Bob Hughes
Subject: Re: Bowling Pin Surface and Texture
Date: 17 May 1999 05:34:08
Message: <373FD483.7EE3A175@aol.com>
I've mistakenly called two things something else I've just realized. So if
you see this Thomas please excuse my bumbling. To correct myself: I used
'sor' not 'lathe' for the bowling pin, and I called a bicubic_patch a
bezier_patch in my email to you. I almost always make that mistake. Sorry
to be messing up wording when talking to a new POV-Ray user, hopefully
you'll see my mistakes anyway yourself.


-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto://inversez@aol.com?Subject=PoV-News


Post a reply to this message

From: Thomas Lake
Subject: Re: Bowling Pin Surface and Texture
Date: 21 May 1999 06:26:58
Message: <37452720.E5B63614@home.com>
I am not really a new Pov-Ray user I have been using pov-ray for about 3
years. Oh did you mean Tim Hutcheson?

Bob Hughes wrote:

> I've mistakenly called two things something else I've just realized. So if
> you see this Thomas please excuse my bumbling. To correct myself: I used
> 'sor' not 'lathe' for the bowling pin, and I called a bicubic_patch a
> bezier_patch in my email to you. I almost always make that mistake. Sorry
> to be messing up wording when talking to a new POV-Ray user, hopefully
> you'll see my mistakes anyway yourself.
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto://inversez@aol.com?Subject=PoV-News


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