POV-Ray : Newsgroups : povray.binaries.images : Counting the Chips. Server Time
4 Oct 2024 15:13:47 EDT (-0400)
  Counting the Chips. (Message 1 to 4 of 4)  
From: Steve
Subject: Counting the Chips.
Date: 10 Mar 1999 06:37:50
Message: <36E65788.ACFF9392@ndirect.co.uk>
This is going to be part of a larger scene.  The abbacus looks better by
itself just as a close up.

I had some major problems with the chips, because I wasn't sure on what
orientation I was going to want them to have I made the whole object,
used a cylinder on each face of the chip in a difference to give the
indented effect and to put the chequered pattern in the middle of the
chip.  I decided that I wanted to be able to see the original colour of
the chip through the chequered pattern so filtered the pigments that
made up the chequered pattern and hey presto, a disaster.  When I do
this you can see right through the chip, as though there is none of the
original material in the object between the chequered patterns on each
side of the chip.

Any suggestions?

Steve[Image]


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From: Ken
Subject: Re: Counting the Chips.
Date: 10 Mar 1999 09:41:38
Message: <36E683A1.22D1776B@pacbell.net>
Steve wrote:
> 
> This is going to be part of a larger scene.  The abbacus looks better by itself just
as a close
> up.
> 
> I had some major problems with the chips, because I wasn't sure on what orientation
I was going
> to want them to have I made the whole object, used a cylinder on each face of the
chip in a
> difference to give the indented effect and to put the chequered pattern in the
middle of the
> chip.  I decided that I wanted to be able to see the original colour of the chip
through the
> chequered pattern so filtered the pigments that made up the chequered pattern and
hey presto, a
> disaster.  When I do this you can see right through the chip, as though there is
none of the
> original material in the object between the chequered patterns on each side of the
chip.
> 
> Any suggestions?
> 
> Steve[Image]

  Something is wrong with your post I'm afraid. The image did not appear
and I presume you used html instead of plain text. A lot of people here
have problems with html so you might try plain text in these groups.

  Anyway there are two ways of using a clear or semitransparent pigment.
The first method is to use them to make clear areas in an object like if
you had a candy cane but one stripe is solid red and the other is clear
like glass. You would see through the object where the clear area is.
If you apply a clear pigment over a solid pigment it will apply the
attributes of the clear pigment to the layer below it.


  For example:

sphere{
 texture{
  pigment{Red} 
  pigment{rgbf<1,1,1,.5} // White filtered by 0.5
 }
}

That will give you unfortunatly a semi-clear sphere the red not showing
much and the White not very visible either.

To get around that you need to use two texture statements each
with it's own pigment like this example using the above pigments:

sphere{
  texture{
   pigment{Red}
  }

 texture{
  pigment{rgbf<1,1,1,.5}
 }
}

This example will add kind of a haze to the red texture above but the
red will be very visible regardless. This is the way that all of the
fancy multilayered textures work. You just have to remember to apply
transperent pigment layers as seperate textures and not applied dirrctly
over each other or they will add thear filter value to the layer below it.


It's also ok to declare a texture with two or more texture statements.

#declare Mytex=
  texture{pigment{Red}}
  texture{pigment{rgbf .7}}
  texture{pigment{rgbf .8}}
  texture{pigment{rgbf .9}}


Even though there are four textures there when you use Mytex
Pov will treat it as one texture.

If you made all of the layers of Mytex with some filter amount you
could even use more than one layer of the texture Mytex on itself.

 sphere{
   texture{Mytex scale 0.5}
   texture{Mytex scale 1.5 rotate 90*y}
 }

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Josh English
Subject: Re: Counting the Chips.
Date: 10 Mar 1999 15:36:41
Message: <36E6D837.D0A99D02@spiritone.com>
I'm getting a missing picture link (question mark) and I'm using Netscape 4.5, so HTML
isn'tthe
problem. Try attaching the image instead

Josh

Ken wrote:

> Steve wrote:
> >
> > This is going to be part of a larger scene.  The abbacus looks better by itself
just as a close
> > up.
> >
> > I had some major problems with the chips, because I wasn't sure on what
orientation I was going
> > to want them to have I made the whole object, used a cylinder on each face of the
chip in a
> > difference to give the indented effect and to put the chequered pattern in the
middle of the
> > chip.  I decided that I wanted to be able to see the original colour of the chip
through the
> > chequered pattern so filtered the pigments that made up the chequered pattern and
hey presto, a
> > disaster.  When I do this you can see right through the chip, as though there is
none of the
> > original material in the object between the chequered patterns on each side of the
chip.
> >
> > Any suggestions?
> >
> > Steve[Image]
>
>   Something is wrong with your post I'm afraid. The image did not appear
> and I presume you used html instead of plain text. A lot of people here
> have problems with html so you might try plain text in these groups.
>
>   Anyway there are two ways of using a clear or semitransparent pigment.
> The first method is to use them to make clear areas in an object like if
> you had a candy cane but one stripe is solid red and the other is clear
> like glass. You would see through the object where the clear area is.
> If you apply a clear pigment over a solid pigment it will apply the
> attributes of the clear pigment to the layer below it.
>
>   For example:
>
> sphere{
>  texture{
>   pigment{Red}
>   pigment{rgbf<1,1,1,.5} // White filtered by 0.5
>  }
> }
>
> That will give you unfortunatly a semi-clear sphere the red not showing
> much and the White not very visible either.
>
> To get around that you need to use two texture statements each
> with it's own pigment like this example using the above pigments:
>
> sphere{
>   texture{
>    pigment{Red}
>   }
>
>  texture{
>   pigment{rgbf<1,1,1,.5}
>  }
> }
>
> This example will add kind of a haze to the red texture above but the
> red will be very visible regardless. This is the way that all of the
> fancy multilayered textures work. You just have to remember to apply
> transperent pigment layers as seperate textures and not applied dirrctly
> over each other or they will add thear filter value to the layer below it.
>
> It's also ok to declare a texture with two or more texture statements.
>
> #declare Mytex=
>   texture{pigment{Red}}
>   texture{pigment{rgbf .7}}
>   texture{pigment{rgbf .8}}
>   texture{pigment{rgbf .9}}
>
> Even though there are four textures there when you use Mytex
> Pov will treat it as one texture.
>
> If you made all of the layers of Mytex with some filter amount you
> could even use more than one layer of the texture Mytex on itself.
>
>  sphere{
>    texture{Mytex scale 0.5}
>    texture{Mytex scale 1.5 rotate 90*y}
>  }
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net


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From: Bob Hughes
Subject: Re: Counting the Chips.
Date: 10 Mar 1999 17:14:40
Message: <36E6EE85.4ACF1FCA@aol.com>
Abbacus02.JPG is what should be there it says. I've seen this happen
before, maybe the file doesn't get encoded right or partially uploaded?


Josh English wrote:
> 
> I'm getting a missing picture link (question mark) and I'm using Netscape 4.5, so
HTML isn'tthe
> problem. Try attaching the image instead
> 
> Josh
> 
> Ken wrote:
> 
> > Steve wrote:
> > >
> > > This is going to be part of a larger scene.  The abbacus looks better by itself
just as a close
> > > up.
> > >
> > > I had some major problems with the chips, because I wasn't sure on what
orientation I was going
> > > to want them to have I made the whole object, used a cylinder on each face of
the chip in a
> > > difference to give the indented effect and to put the chequered pattern in the
middle of the
> > > chip.  I decided that I wanted to be able to see the original colour of the chip
through the
> > > chequered pattern so filtered the pigments that made up the chequered pattern
and hey presto, a
> > > disaster.  When I do this you can see right through the chip, as though there is
none of the
> > > original material in the object between the chequered patterns on each side of
the chip.
> > >
> > > Any suggestions?
> > >
> > > Steve[Image]
> >
> >   Something is wrong with your post I'm afraid. The image did not appear
> > and I presume you used html instead of plain text. A lot of people here
> > have problems with html so you might try plain text in these groups.
> >
> >   Anyway there are two ways of using a clear or semitransparent pigment.
> > The first method is to use them to make clear areas in an object like if
> > you had a candy cane but one stripe is solid red and the other is clear
> > like glass. You would see through the object where the clear area is.
> > If you apply a clear pigment over a solid pigment it will apply the
> > attributes of the clear pigment to the layer below it.
> >
> >   For example:
> >
> > sphere{
> >  texture{
> >   pigment{Red}
> >   pigment{rgbf<1,1,1,.5} // White filtered by 0.5
> >  }
> > }
> >
> > That will give you unfortunatly a semi-clear sphere the red not showing
> > much and the White not very visible either.
> >
> > To get around that you need to use two texture statements each
> > with it's own pigment like this example using the above pigments:
> >
> > sphere{
> >   texture{
> >    pigment{Red}
> >   }
> >
> >  texture{
> >   pigment{rgbf<1,1,1,.5}
> >  }
> > }
> >
> > This example will add kind of a haze to the red texture above but the
> > red will be very visible regardless. This is the way that all of the
> > fancy multilayered textures work. You just have to remember to apply
> > transperent pigment layers as seperate textures and not applied dirrctly
> > over each other or they will add thear filter value to the layer below it.
> >
> > It's also ok to declare a texture with two or more texture statements.
> >
> > #declare Mytex=
> >   texture{pigment{Red}}
> >   texture{pigment{rgbf .7}}
> >   texture{pigment{rgbf .8}}
> >   texture{pigment{rgbf .9}}
> >
> > Even though there are four textures there when you use Mytex
> > Pov will treat it as one texture.
> >
> > If you made all of the layers of Mytex with some filter amount you
> > could even use more than one layer of the texture Mytex on itself.
> >
> >  sphere{
> >    texture{Mytex scale 0.5}
> >    texture{Mytex scale 1.5 rotate 90*y}
> >  }
> >
> > --
> > Ken Tyler
> >
> > mailto://tylereng@pacbell.net

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
 mailto:inv### [at] aolcom?PoV


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