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I Love it! looks so REAL.... and is that a person in the stone work? (a rough
statue maybe?)
Ken wrote:
> 256 shades of gray - exactly !
>
> Standard 24 bit targa povray output.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
>
> ------------------------------------------------------------------------
> [Image]
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whoooa...
are they height_fields ??
they look great..
Ken wrote:
>
> 256 shades of gray - exactly !
>
> Standard 24 bit targa povray output.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
>
> --------------------------------------------------------------------------------
> [Image]
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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'T was on Sat, 20 Mar 1999 19:01:22 -0800,
that Ken wrote:
> 256 shades of gray - exactly !
>
> Standard 24 bit targa povray output.
Okay...
Where did you take this picture? :-)
Phoenix
--
eag### [at] telekabelnl http://users.telekabel.nl/eagle
------------------------------------------------------------------------
The POV-Ray VFAQ: http://iki.fi/warp/povVFAQ.html
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'T was on Sun, 21 Mar 1999 05:01:59 -0500,
that Psychomek wrote:
> I Love it! looks so REAL.... and is that a person in the stone work? (a rough
> statue maybe?)
Picture file name: bigman1.jpg
Phoenix
--
eag### [at] telekabelnl http://users.telekabel.nl/eagle
------------------------------------------------------------------------
The POV-Ray VFAQ: http://iki.fi/warp/povVFAQ.html
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Psychomek wrote:
>
> I Love it! looks so REAL.... and is that a person in the stone work? (a rough
> statue maybe?)
I was very happy with the way this turned out myself. Another one of those
happy little scenes that come together in less that an hours worth of work
and looks better that some of the 3 week projects.
It is of course a 3D model of a muscular man. I thought it best to leave
the interpertation aspects of the image to viewer.
--
Ken Tyler
mailto://tylereng@pacbell.net
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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.
The plane in the foreground was also treated the same as the vertical
wall.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Psychomek schrieb in Nachricht <36F### [at] cyberhighwaynet>...
>I Love it! looks so REAL.... and is that a person in the stone work? (a
rough
>statue maybe?)
Looks like it. Perhaps this is some kind of self portrait. <g>
--
Rudy
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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?
>
> The plane in the foreground was also treated the same as the vertical
> wall.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
--
Jay Dugger
Sometimes the delete key is your best friend.
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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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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
Post a reply to this message
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