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"CreeD" <mes### [at] nqinet> wrote in message
news:01bfda0f$97a068a0$601ba1d0@mk...
> I've been having trouble making something carpet-y. I want one that's
good
> enough to withstand having a camera a foot or two away. I don't want to
do
> one with crand or bumps because it just doesn't look right. Any idea?
Have you tried a height-field (could be tiled to cover large areas), or
an ISO-surface (available in the MegaPOV patch) ?
--
Scott Hill. (sco### [at] innocentcom)
Software Engineer.
Author of Pandora's Box (coming to a web page soon(ish)).
*Everything in this post is IMO.*
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CreeD wrote:
>I've been having trouble making something carpet-y.
Try 3dnoise in MegaPov, scale it in the y direction. Gives a rough carpet.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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If I'm not mistaken, noise3d is the same as bumps.
ingo wrote:
> CreeD wrote:
>
> >I've been having trouble making something carpet-y.
>
> Try 3dnoise in MegaPov, scale it in the y direction. Gives a rough carpet.
>
> Ingo
>
> --
> Photography: http://members.home.nl/ingoogni/
> Pov-Ray : http://members.home.nl/seed7/
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On Mon, 19 Jun 2000 18:54:12 +0100, "Scott Hill"
<sco### [at] innocentcom> wrote:
>> I've been having trouble making something carpet-y. I want one that's
>> good enough to withstand having a camera a foot or two away. I don't
>> want to do one with crand or bumps because it just doesn't look right.
>> Any idea?
> Have you tried a height-field (could be tiled to cover large areas), or
>an ISO-surface (available in the MegaPOV patch) ?
Scott is right, probably the best way to do it would be with the
built-in 'mesh' isosurface function in MegaPOV. A compex normal
statement based on scallop-wave gradients could also work but it would
be somewhat harder to get to look right.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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SamuelT wrote:
>If I'm not mistaken, noise3d is the same as bumps.
>
Ah,
well, this is what I used some time ago.
#declare CarpetPigm= pigment {
function {(sin(x^2)-cos(y^2))}
scallop_wave
colour_map {
[0, rgb 1.5]
[0.3, rgb <0.8,0,0.1>]
[1, rgb <0.5,0,0.1>]
}
rotate <90,0,0>
scale <2.65,1,2.65>
}
union{
disc {0,y, 10
pigment {CarpetPigm}
finish {ambient 0.5}
}
intersection {
isosurface {
function {y + noise3d(x*30,y*20,z*30)*1}
bounded_by{ box{<-11,-1,-11>,<11,0.4,11>}}
threshold 0.48
method 1
}
cylinder {<0,0,0>,<0,0.15,0>,10}
pigment {CarpetPigm}
}
}
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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CreeD wrote in message <01bfda0f$97a068a0$601ba1d0@mk>...
>I've been having trouble making something carpet-y. I want one that's good
>enough to withstand having a camera a foot or two away.
If you've got access to a camera and a scanner, try taking a close up photo
of
some carpet, scanning that in. Use a grayscale image for height and the
actual photo
for imagemap. I've had reasonable success with that.
Gail
********************************************************************
* gsh### [at] monotixcoza * Reality.dat not found *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* The best way to accelerate Windows NT is at 9.8 m/s^2 *
********************************************************************
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In article <394E7FCF.2CB589AC@aol.com>, STB### [at] aolcom wrote:
> If I'm not mistaken, noise3d is the same as bumps.
And "bozo", and "spotted" (though "bumps" is different when used in
normals).
However, I think CreeD was referring to a noise3d() isosurface.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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CreeD wrote:
>
> I've been having trouble making something carpet-y. I want one that's good
> enough to withstand having a camera a foot or two away.
I'm not sure what type of carpet you are going for, but some fabrics can be
simulated pretty well with the "quilted" pattern. From two feet away, I think a
normal pattern should suffice. For real close-ups you could use "quilted" as an
isosurface function, with real 3D geometry and thus more realistic lighting
(haven't tried this myself, so no quarantees).
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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Sir,
I atttach a texture file of my attempt at a carpet texture. I attach also a
view of the carpet underneath a hi-fi cabinet in a model of my
computing/listening room. The carpet is a 'woollen twist' pile in a colour
'mink' on a floor of slightly warped boards. Tinker with the pigments and
the control values in the quilted texture to get the effect you desire.
Yours sincerely,
Don Barron
"CreeD" <mes### [at] nqinet> wrote in message
news:01bfda0f$97a068a0$601ba1d0@mk...
> I've been having trouble making something carpet-y. I want one that's
good
> enough to withstand having a camera a foot or two away. I don't want to
do
> one with crand or bumps because it just doesn't look right. Any idea?
> Incidentally, the type of carpet is industrial strength grey with a short
> nap meant to withstand heavy wear. That's probably easier to do than
shag.
> Thanks in advance,
> CreeD
>
Post a reply to this message
Attachments:
Download 'carpetex.inc.txt' (1 KB)
Download 'CORNER.jpg' (18 KB)
Preview of image 'CORNER.jpg'
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Good texture, bad posting. Binaries go to their respective folders,
povray.binaries.images and povray.binaries.scene-files (could put both there
in p.b.s-f.).
Please consider canceling your message.
Bob
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