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4 Oct 2024 17:18:32 EDT (-0400)
  Obscurity (Message 11 to 12 of 12)  
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From: Ken
Subject: Re: Obscurity
Date: 21 Mar 1999 15:26:40
Message: <36F5551E.F4B0E0E7@pacbell.net>
Jay Duger wrote:
> 
> Ken wrote:
> >
> > Spider wrote:
> > >
> > > whoooa...
> > > are they height_fields ??
> > >
> > > they look great..
> >
> >  Your not going to believe the simplicity of this. The main wall is
> > nothing more than a plane at z,0.1 . I then applied a .dem converted
> > to .tga as a bumpmap. I let it tile it self in all directions. I took
> > the same image and produced a 256 gray scale .tga from it and applied
> > it as an image map with the same scale and rotations as the bump map
> > for the colors you see.  That is how I managed to get exactly 256
> > shades of gray in this image. ?:)
> >
> >   This was looking ok but it was too uniform and you could see the
> > repetition in the tiling effect. I tried to think of a way around it
> > and for the first time ever it occured to me that it might just be
> > possible to add turbulence to an image map and bump map. I tried it
> > and guess what ? It worked. Not only did it get rid of the repeat
> > tiling artifacts it also gave those really nice looking wandering
> > cracks you see in the image. There is one HF object way to the right
> > of the image to block the dark sky but was not really needed for the
> > it to work.
> 
>         That's quite clever. I'd not thought to apply turbulence to image or
> bump maps. Still, how did you manage to get the human figure to step
> from the wall? Also, is it my imagination, or is that a horse head to
> the right of the man?

> Jay Dugger

  
  The figure is a 3D mesh object. It is centered at the origin. The plane
is set back just a tiny bit so you are seeing abuot 50% of the "Z" depth
of the mesh object. It blends so well because I put it into a union with
the plane object and applied the image and bump maps to them as if they
were one.

 The horse head is indeed an artifact of your imagination. The only
contrived and recognizable shape in the image is the mesh figure.
Even the patterns on the walls and ground were created by nature since
the map used for the height information and the textures came from
data generated from a USGS topographical data file.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Margus Ramst
Subject: Re: Obscurity
Date: 21 Mar 1999 17:08:33
Message: <36f56de1.0@news.povray.org>
Aha. This one had me completely baffled before. I'm still completely
baffled, but at least now I understand what I'm seeing. I'm surprised at how
well the figure of the man blends in with the wall. Very interesting effect.
If anything the image_map exhibits some pixel artifacts in the leftmost
corner. But now I'm nitpicking.
Anyway, a weird and wonderful idea. I envy you :)

Margus

Ken wrote in message <36F540AA.5540BCA5@pacbell.net>...
>
> Your not going to believe the simplicity of this. The main wall is
>nothing more than a plane at z,0.1 . I then applied a .dem converted
>to .tga as a bumpmap. I let it tile it self in all directions. I took
>the same image and produced a 256 gray scale .tga from it and applied
>it as an image map with the same scale and rotations as the bump map
>for the colors you see.  That is how I managed to get exactly 256
>shades of gray in this image. ?:)
>
>  This was looking ok but it was too uniform and you could see the
>repetition in the tiling effect. I tried to think of a way around it
>and for the first time ever it occured to me that it might just be
>possible to add turbulence to an image map and bump map. I tried it
>and guess what ? It worked. Not only did it get rid of the repeat
>tiling artifacts it also gave those really nice looking wandering
>cracks you see in the image. There is one HF object way to the right
>of the image to block the dark sky but was not really needed for the
>it to work.
>
>  The plane in the foreground was also treated the same as the vertical
>wall.
>
>
>--
>Ken Tyler
>
>mailto://tylereng@pacbell.net


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