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GrimDude wrote:
>
> Well, it's been awhile since I worked on this.
>
> Back when I was doing a bowling lane (alongside Eric's work) I was trying to
> find away to get more depth. Adding a black fog worked for me!
>
> --
> GrimDude
> vos### [at] arkansasnet
>
> [Image]
Heehee! That ball looks ridiculously lake a face.
Very good worn-out look on the pins, BTW.
Remco
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>Heehee! That ball looks ridiculously lake a face.
>
>Very good worn-out look on the pins, BTW.
>
>Remco
>
Thanks. :)
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I made a nice hardwood floor texture that I'm using in a chess animation, it
might help spruce up the lane a bit:
#declare Light_Wood = pigment { (some light wood from woods.inc) }
#declare Dark_Wood = pigment { {some dark wood pigment from woods.inc) }
#declare board_length = 2.5
#declare board_width = 0.45
object { whatever
pigment { gradient y
pigment_map { [ 0.0 Light_Wood ]
[ 1.0 Dark_Wood ] }
warp { repeat board_length*z offset 0.35*y }
warp { repeat board_width*x offset
<0,0.25,(board_length*1.5)> }
}
I've attached an image of what this looked like in development.
Josh English
eng### [at] spiritonecom
GrimDude wrote:
> Yeah. Oops! I accidently posted an image with post-processing (motion blur).
> Sorry.
>
> I sketched the outline of the pins on paper, until I got a believable shape.
> Then I plotted out a few points for a sor object. The dents and mars were,
> well..., textures. :) I did go to the trouble of plotting random
> translations to the textures, before applying them to the individual pins. I
> think I got a nice variation that way. Oh, and the pin 'decals' were
> generated with pov too.
>
> I would like to see your lane texture. My approach was to use a modified
> brick, heh.
>
> GrimDude
> vos### [at] arkansasnet
Post a reply to this message
Attachments:
Download 'floor.jpg' (25 KB)
Preview of image 'floor.jpg'
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Neat image... those are some pretty deep gutters. This image reminds me
of the cover of "The RenderMan Companion" book.
-Nathan
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Nathan Kopp wrote in message <36B### [at] Koppcom>...
>Neat image... those are some pretty deep gutters. This image reminds me
>of the cover of "The RenderMan Companion" book.
>
>-Nathan
Heh, yeah I didn't even started on the gutters yet. ;)
GrimDude
vos### [at] arkansasnet
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Some hints :
- a bowling lane should have no gaps between the planks (I hope so !),
you could show the different planks by giving them a chamfered shape :
___________ ___________
/ \/ \
- scale down the wood textures until they look more realistic;
they are currently approx. 5 times too big.
- apply the same pattern for the normal as the pigment (wood..
turb ...), and add a slight phong/specular and reflection to
give a varnished look.
Cheers,
Fabien.
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What's wrong with motion blur being post processed, this isn't regulated
here.
My pins were too shiny, obviously too much reflection. I tried mixing
polished with marred with less than good results. I think your pins
looked great, perhaps less yellowed would be good though. All pins I've
ever seen were very white, marked up or not. Could be age differences
though.
The script less the bowling ball, since they look the same anyway.
Apparently before the days of #while loops. I may be posting to the
wrong place here. I'm going to put it at povray.text.scene-files
instead, check there please.
GrimDude wrote:
>
> Yeah. Oops! I accidently posted an image with post-processing (motion blur).
> Sorry.
>
> I sketched the outline of the pins on paper, until I got a believable shape.
> Then I plotted out a few points for a sor object. The dents and mars were,
> well..., textures. :) I did go to the trouble of plotting random
> translations to the textures, before applying them to the individual pins. I
> think I got a nice variation that way. Oh, and the pin 'decals' were
> generated with pov too.
>
> I would like to see your lane texture. My approach was to use a modified
> brick, heh.
>
> GrimDude
> vos### [at] arkansasnet
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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I hate to say it, but most of the lanes around here are fibreglass now. I
took the kids bowling this morning, not *just* to look at the lanes, but I
took a gander. My image is a little off, mostly in the color of the gaps
between the *fake* planks.
If I could find a wooden lane, I'd trace it. :)
GrimDude
vos### [at] arkansasnet
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There are no gaps between the boards, but the image had a normal map with
a checker pattern but I didn't include that in the code. And I know that
the planks are too wide and not long enough for a bowling alley, but they
are working for my purposes. I didn't really recusomize my code, for which
I apologize... but the theory should work. I also tried to get a chamfered
shape to them with a normal statement, but I couldn't seem to get it to
work. I've had difficulty with brick,box, and crackle pattern in my normal
statements lately, so using Checker is a cheap workaround
Fabien Mosen wrote:
> Some hints :
> - a bowling lane should have no gaps between the planks (I hope so !),
> you could show the different planks by giving them a chamfered shape :
> ___________ ___________
> / \/ \
>
> - scale down the wood textures until they look more realistic;
> they are currently approx. 5 times too big.
>
> - apply the same pattern for the normal as the pigment (wood..
> turb ...), and add a slight phong/specular and reflection to
> give a varnished look.
>
> Cheers,
> Fabien.
--
Josh English
eng### [at] spiritonecom
www.spiritone.com/~english
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Just out of interest, on the MAX World Creating Toolkit CD there is a really
cool bowling lane. The thing that's so cool about it is that it has been
dynamically solved. It's an animation of the ball hitting the pins and
knocking them over. It looks really good, it uses MAX's dynamics solver to
get a perfect representation of the motion, collisions and energy transfer.
You might want to try this with AERO for POV-Ray, I hear it's pretty good.
I think it might be Linux only though. Worth a go though.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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