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From: Jon Wooldridge
Subject: Inset texture maps
Date: 24 Jan 2000 04:35:51
Message: <388C1D49.F23C00E1@gte.net>
Hi,
I'm trying to create a sword. So far, it's basically a flattened
cylender that has it's upper and lower surfaces clipped off by a thin
cube.

The effect that I'm trying to create is where the flat part of the blade

sinks into the sword a little bit, and is filled with engravings and
etchings. This seems like something that could be done with surface
normals.

So far, I've got some pretty organic patterns with bumpy normals, but I
want to give the illusion that they are carved at a sleightly lower
altitude than the surface of the sword.

Is it possible to create a normal_map (or similar) that does something
like this, or do I have to resort to adding another cube?

-Jon


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From: Nieminen Juha
Subject: Re: Inset texture maps
Date: 24 Jan 2000 06:11:46
Message: <388c3372@news.povray.org>
Perhaps you should read the documentation about slope_maps.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Mark Wagner
Subject: Re: Inset texture maps
Date: 25 Jan 2000 00:25:39
Message: <388d33d3@news.povray.org>
Jon Wooldridge wrote in message <388C1D49.F23C00E1@gte.net>...
>Is it possible to create a normal_map (or similar) that does something
>like this, or do I have to resort to adding another cube?


A normal_map or bump_map using negative bump heights should work.  (No
guarentees, I've never used bump/normal maps).

Mark


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From: Ken
Subject: Re: Inset texture maps
Date: 25 Jan 2000 00:46:00
Message: <388D37D6.54EE2FA0@pacbell.net>
Mark Wagner wrote:
> 
> Jon Wooldridge wrote in message <388C1D49.F23C00E1@gte.net>...
> >Is it possible to create a normal_map (or similar) that does something
> >like this, or do I have to resort to adding another cube?
> 
> A normal_map or bump_map using negative bump heights should work.  (No
> guarentees, I've never used bump/normal maps).
> 
> Mark

  Another thing you can do with bump maps images is to use black patterns
on a white background. What this does is leave low areas where the pattern
is and raises the rest of the surface in effect giving you negative bump
mapping. On a two sided object such a sword blade you may have to split
it into two pieces, front and back, to get a different pattern on each
side and then union the two halves back together.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Remco de Korte
Subject: Re: Inset texture maps
Date: 25 Jan 2000 05:55:43
Message: <388D808E.CEF10360@xs4all.nl>
Ken wrote:
> 
> Mark Wagner wrote:
> >
> > Jon Wooldridge wrote in message <388C1D49.F23C00E1@gte.net>...
> > >Is it possible to create a normal_map (or similar) that does
> something
> > >like this, or do I have to resort to adding another cube?
> >
> > A normal_map or bump_map using negative bump heights should work.
> (No
> > guarentees, I've never used bump/normal maps).
> >
> > Mark
> 
>   Another thing you can do with bump maps images is to use black
> patterns
> on a white background. What this does is leave low areas where the
> pattern
> is and raises the rest of the surface in effect giving you negative
> bump
> mapping. On a two sided object such a sword blade you may have to
> split
> it into two pieces, front and back, to get a different pattern on each
> side and then union the two halves back together.
> 
> --
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing
> Links:
> http://home.pacbell.net/tylereng/index.html
> http://www.povray.org/links/

Would it be stupid to use a heightfield for this?

Remco


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From: Ken
Subject: Re: Inset texture maps
Date: 25 Jan 2000 06:31:44
Message: <388D88E5.5B715DA5@pacbell.net>
Remco de Korte wrote:

> 
> Would it be stupid to use a heightfield for this?
> 
> Remco

It would be difficult. The effect he wants is engraving rather than raised
areas. HF's would not apply well in this application I do not believe.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Gail Shaw
Subject: Re: Inset texture maps
Date: 25 Jan 2000 09:26:48
Message: <388db2a8@news.povray.org>
Remco de Korte wrote in message <388D808E.CEF10360@xs4all.nl>...
>
>Would it be stupid to use a heightfield for this?
>
>Remco

I've used height fields before for cutting pieces out of a surface and it
works quite well.
I do tend to have a problem getting the height field aligned, but that could
be just me.

Gail
*******************************************************************
* gsh### [at] monotixcoza              * ERROR: COFFEE.COM not found  *
* http://www.rucus.ru.ac.za/~gail/ * Insert cup and press any key *
*******************************************************************
* Definition of an upgrade: Take the old bugs out, put new ones in*
*******************************************************************


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From: Peter Popov
Subject: Re: Inset texture maps
Date: 25 Jan 2000 11:15:00
Message: <ccuNOBU7nNJfNvylbDzYA2dOirii@4ax.com>
On Tue, 25 Jan 2000 03:28:37 -0800, Ken <tyl### [at] pacbellnet> wrote:

>
>
>Remco de Korte wrote:
>
>> 
>> Would it be stupid to use a heightfield for this?
>> 
>> Remco
>
>It would be difficult. The effect he wants is engraving rather than raised
>areas. HF's would not apply well in this application I do not believe.

Actually a HF is a very good idea for this case. The whole blade (half
of it anyway) can be modelled using a HF. Or, the HF clipping trick
can be used -- make a union of the HF clipped by the blade and the
blade clipped by the HF (see hfclip.pov in the standard demo files).


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Remco de Korte
Subject: Re: Inset texture maps
Date: 25 Jan 2000 12:48:21
Message: <388DE144.11049093@xs4all.nl>
Peter Popov wrote:
> 
> On Tue, 25 Jan 2000 03:28:37 -0800, Ken <tyl### [at] pacbellnet> wrote:
> 
> >
> >
> >Remco de Korte wrote:
> >
> >>
> >> Would it be stupid to use a heightfield for this?
> >>
> >> Remco
> >
See PBI for a quick experiment.
The heightfield was cooked up with PSP, not the best tool for that.

Remco


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From: anonymous
Subject: Re: Inset texture maps
Date: 30 Mar 2000 23:20:15
Message: <38E5893F.2DB15EED@gate.net>
Remco de Korte wrote:

> Ken wrote:
> >
> > Mark Wagner wrote:
> > >
> > > Jon Wooldridge wrote in message <388C1D49.F23C00E1@gte.net>...
> > > >Is it possible to create a normal_map (or similar) that does
> > something
> > > >like this, or do I have to resort to adding another cube?
> > >
> > > A normal_map or bump_map using negative bump heights should work.
> > (No
> > > guarentees, I've never used bump/normal maps).
> > >
> > > Mark
> >
> >   Another thing you can do with bump maps images is to use black
> > patterns
> > on a white background. What this does is leave low areas where the
> > pattern
> > is and raises the rest of the surface in effect giving you negative
> > bump
> > mapping. On a two sided object such a sword blade you may have to
> > split
> > it into two pieces, front and back, to get a different pattern on each
> > side and then union the two halves back together.
> >
> > --
> > Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing
> > Links:
> > http://home.pacbell.net/tylereng/index.html
> > http://www.povray.org/links/
>
> Would it be stupid to use a heightfield for this?
>
> Remco

I see no reason you couldn't use a HF for this. The reason you wouldn't
want to is that the bump-map should be quite a bit faster than actual
geometry. That's determined by your situation, of course. If the camera is
going to be REALLY close to the sword, the HF will give you better results.
If not, don't bother.


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