POV-Ray : Newsgroups : povray.binaries.images : Flower Server Time
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From: Doug Eichenberg
Subject: Re: Flower
Date: 17 Aug 2000 21:32:00
Message: <399c9210$1@news.povray.org>
Gorgeous!  Very realistic.

--
Doug Eichenberg
http://www.getinfo.net/douge
dou### [at] nlsnet


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From: Mike
Subject: Re: Flower
Date: 17 Aug 2000 21:39:19
Message: <399C93C7.B355A117@aol.com>
>Scaringly realistic, I'm assuming this is textured using image maps,
how are
>they positioned, planar?

uv mapped.

>As I have problems using image maps on round
>surfaces and is it an SPatch type model or clever POV coding?

It's from animation master, similiar to sPatch but with mapping support
and many other features.  Clever POV coding perhaps and lots of POV code
hacking. :)

See my reponse to another post above for more info.

-Mike


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From: Thomas Lake
Subject: Re: Flower
Date: 17 Aug 2000 21:39:50
Message: <399C94FC.A1C261DB@home.com>
Wow really good! To bad the JPEG compression hurt it so much. One comment I
have is that the central part of the flower, the stamens or are those pistils,
could never get the 2 strait, they look like they are just thin cylinders.
This hurts the realism a little.

Mike wrote:

> Trying to make it look more brilliance using double_illuminate and
> brillance .5, diffuse .9
>
>   ------------------------------------------------------------------------
>  [Image]

--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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From: Mike
Subject: Re: Flower
Date: 17 Aug 2000 23:06:11
Message: <399CA823.B210F463@aol.com>
>Wow really good! To bad the JPEG compression hurt it so much.

Thanks.  I didn't notice how bad the compression was until after I
posted it.  Must be the old problem with lots of shades of red in a
jpeg.

>One comment I have is that the central part of the flower, the stamens
or are those >pistils, could never get the 2 strait, they look like they
are just thin cylinders.
>This hurts the realism a little.

The ones with the pollen on them...I don't know either.  You're right.
They are cylinders with spheres on the ends.  Look again at the flower,
the tops should be a little larger and fluffy looking.  I didn't get
around to making the center part yet.

-Mike


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From: Fabian BRAU
Subject: Re: Flower
Date: 18 Aug 2000 04:07:45
Message: <399CEEB9.EDD06A79@umh.ac.be>
WOW, Impressive. I think everyone need this code :).

Good job!

Fabian.


> 
> Trying to make it look more brilliance using double_illuminate and
> brillance .5, diffuse .9
> 
>   ------------------------------------------------------------------------
>  [Image]


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From: Fabian BRAU
Subject: Re: Flower
Date: 18 Aug 2000 04:08:58
Message: <399CEF03.CA967334@umh.ac.be>

> 
> >Scaringly realistic, I'm assuming this is textured using image maps,
> how are
> >they positioned, planar?
> 
> uv mapped.

Yes but you can have different uv mapping : planar, cylindrical,
spherical. Can I know more about it. Which procedure to follow
to get this texture?

Thanks,

Fabian.
> 
> >As I have problems using image maps on round
> >surfaces and is it an SPatch type model or clever POV coding?
> 
> It's from animation master, similiar to sPatch but with mapping support
> and many other features.  Clever POV coding perhaps and lots of POV code
> hacking. :)
> 
> See my reponse to another post above for more info.
> 
> -Mike


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From: Mike
Subject: Re: Flower
Date: 18 Aug 2000 05:14:30
Message: <399CFE73.B484F167@aol.com>
> Yes but you can have different uv mapping : planar, cylindrical,
> spherical. Can I know more about it. Which procedure to follow
> to get this texture?

Well, by uv mapping I meant that the texture is mapped to the 2D space
of the surface, which in the case of a bicubic patch is typically a unit
square.

The texture as much as it shows with the bad jpeg compression could
pretty easily be achieved with a gradient y pigment.  But to get
specific about what I did here, I wrote a patch for MegaPOV that does uv
mapping for type 2 bicubic patches.  Then I changed the uv mapping code
to calculate a 3x3 homogenous mapping matrix using the 4 corners of a
quadrilateral (the uv vectors) assuming the patch space is a unit square
and having the homogenous coordinate set to 1.  This matrix is used each
time a ray intersects the surface of the patch by tranforming the u and
v location of the patch at the current intersection to texture space (or
maybe the other way around).

Then I updated the pov-ray exporter for Animation Master available at
http://free.prohosting.com/~olana/plugins/plugins.html to write the
texture coordinates in pov format using the new syntax.  To keep things
fast, I write a seperate include file with the textures needed for the
model, otherwise each image would be parsed for each patch and it would
take forever.  The new plugin hasn't been released yet though.  The
problem is that I think I'm near the limit of my ftp space and can't
upload everything there.

It's plausible that this could be done by hand but I wouldn't want to.
Some macros could probably be made to create the uv vectors, or in the
case of sPatch models you could use a find and replace to add uv vectors
that are a unit square, thus allowing for the mapping of a tilable
image.

I uploaded a copy of the windows binary with the new uv mapping and
included a short text file explaining how the uv_vectors relate to the
texture and the patch.  It's in povray.binaries.programming.  You should
be able to render the scene files I uploaded to binaries.scene-files
with it.

As an example, here's what one patch looks like:

bicubic_patch {
type 2
accuracy 0.1
uv_vectors <0.5475359559059143, 0.9598205089569092>,
<0.5189526081085205, 0.960773766040802>, <0.615035891532898,
0.7563253045082092>, <0.7078137397766113, 0.7766876816749573>
<1.239059209823608, -0.01280438248068094, 1.6783527135849>,
<1.065836906433106, 0.1083308532834053, 1.747843623161316>,
<0.8545190691947937, 0.1975981742143631, 1.807306289672852>,
<0.645129919052124, 0.2410857826471329, 1.846774458885193>,
<2.281259059906006, 0.2899681329727173, 2.865853786468506>,
<2.073765516281128, 0.5121513605117798, 2.92615818977356>,
<1.813590884208679, 0.7627856731414795, 2.980928659439087>,
<1.548043966293335, 0.8501358032226563, 3.049945831298828>,
<3.277821063995361, 0.9094398617744446, 4.084438323974609>,
<3.087475061416626, 1.274701952934265, 4.069855690002441>,
<2.652498245239258, 1.616940975189209, 4.161567687988281>,
<2.316552639007568, 1.618627786636353, 4.310638427734375>,
<4.087599754333496, 1.740859031677246, 5.157229423522949>,
<3.848036289215088, 2.162004947662354, 5.15593147277832>,
<3.304417133331299, 2.48495364189148, 5.332837104797363>,
<2.897367477416992, 2.485338926315308, 5.533927917480469>
uv_mapping double_illuminate
texture { Base0 }
normal { Decal0 }
interior { Interior0 }
}

(now that I look at that, I could probably save space by lowering the
precision)

and here's the textures I used.

#declare Base0 =
 texture {
  pigment {
     image_map {
     tga "petalcolor.tga"
     once
     interpolate 4
     }
   scale <1, -1, 1>
   translate 1*y
   }
     finish {
     ambient 0
     phong .9
     phong_size 40
     brilliance .5
     diffuse .9
     reflection 0
     metallic
    }
  }

#declare Interior0 =   interior { ior 1 }

#declare Decal0 =
   normal {
     bump_map {
     tga "petalbump.tga"
     once
     interpolate 4
     }
     bump_size 2
   scale <1, -1, 1>
   translate 1*y
   }

Probably way more than you wanted to know.  Sadly, this is something
I've spent way too much time on and yet have a hard time explaining it
to anyway.  None of the hash users want to be bothered with POV-Ray
(they all want me to work on the RIB exporter tho none of them know jack
about RIB. grrr).  Then when I mention Hash here it's like everyone
thinks I've been smoking the stuff...still, I've been having a blast
with all these low-tech tools I've cooked up. :-)


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From: Fabian BRAU
Subject: Re: Flower
Date: 18 Aug 2000 06:29:05
Message: <399D0FDB.9F3269D0@umh.ac.be>
Thanks for this very detailed explanation :)!

Fabian.


> 
> > Yes but you can have different uv mapping : planar, cylindrical,
> > spherical. Can I know more about it. Which procedure to follow
> > to get this texture?
> 
> Well, by uv mapping I meant that the texture is mapped to the 2D space
> of the surface, which in the case of a bicubic patch is typically a unit
> square.
> 
> The texture as much as it shows with the bad jpeg compression could
> pretty easily be achieved with a gradient y pigment.  But to get
> specific about what I did here, I wrote a patch for MegaPOV that does uv
> mapping for type 2 bicubic patches.  Then I changed the uv mapping code
> to calculate a 3x3 homogenous mapping matrix using the 4 corners of a
> quadrilateral (the uv vectors) assuming the patch space is a unit square
> and having the homogenous coordinate set to 1.  This matrix is used each
> time a ray intersects the surface of the patch by tranforming the u and
> v location of the patch at the current intersection to texture space (or
> maybe the other way around).
> 
> Then I updated the pov-ray exporter for Animation Master available at
> http://free.prohosting.com/~olana/plugins/plugins.html to write the
> texture coordinates in pov format using the new syntax.  To keep things
> fast, I write a seperate include file with the textures needed for the
> model, otherwise each image would be parsed for each patch and it would
> take forever.  The new plugin hasn't been released yet though.  The
> problem is that I think I'm near the limit of my ftp space and can't
> upload everything there.
> 
> It's plausible that this could be done by hand but I wouldn't want to.
> Some macros could probably be made to create the uv vectors, or in the
> case of sPatch models you could use a find and replace to add uv vectors
> that are a unit square, thus allowing for the mapping of a tilable
> image.
> 
> I uploaded a copy of the windows binary with the new uv mapping and
> included a short text file explaining how the uv_vectors relate to the
> texture and the patch.  It's in povray.binaries.programming.  You should
> be able to render the scene files I uploaded to binaries.scene-files
> with it.
> 
> As an example, here's what one patch looks like:
> 
> bicubic_patch {
> type 2
> accuracy 0.1
> uv_vectors <0.5475359559059143, 0.9598205089569092>,
> <0.5189526081085205, 0.960773766040802>, <0.615035891532898,
> 0.7563253045082092>, <0.7078137397766113, 0.7766876816749573>
> <1.239059209823608, -0.01280438248068094, 1.6783527135849>,
> <1.065836906433106, 0.1083308532834053, 1.747843623161316>,
> <0.8545190691947937, 0.1975981742143631, 1.807306289672852>,
> <0.645129919052124, 0.2410857826471329, 1.846774458885193>,
> <2.281259059906006, 0.2899681329727173, 2.865853786468506>,
> <2.073765516281128, 0.5121513605117798, 2.92615818977356>,
> <1.813590884208679, 0.7627856731414795, 2.980928659439087>,
> <1.548043966293335, 0.8501358032226563, 3.049945831298828>,
> <3.277821063995361, 0.9094398617744446, 4.084438323974609>,
> <3.087475061416626, 1.274701952934265, 4.069855690002441>,
> <2.652498245239258, 1.616940975189209, 4.161567687988281>,
> <2.316552639007568, 1.618627786636353, 4.310638427734375>,
> <4.087599754333496, 1.740859031677246, 5.157229423522949>,
> <3.848036289215088, 2.162004947662354, 5.15593147277832>,
> <3.304417133331299, 2.48495364189148, 5.332837104797363>,
> <2.897367477416992, 2.485338926315308, 5.533927917480469>
> uv_mapping double_illuminate
> texture { Base0 }
> normal { Decal0 }
> interior { Interior0 }
> }
> 
> (now that I look at that, I could probably save space by lowering the
> precision)
> 
> and here's the textures I used.
> 
> #declare Base0 =
>  texture {
>   pigment {
>      image_map {
>      tga "petalcolor.tga"
>      once
>      interpolate 4
>      }
>    scale <1, -1, 1>
>    translate 1*y
>    }
>      finish {
>      ambient 0
>      phong .9
>      phong_size 40
>      brilliance .5
>      diffuse .9
>      reflection 0
>      metallic
>     }
>   }
> 
> #declare Interior0 =   interior { ior 1 }
> 
> #declare Decal0 =
>    normal {
>      bump_map {
>      tga "petalbump.tga"
>      once
>      interpolate 4
>      }
>      bump_size 2
>    scale <1, -1, 1>
>    translate 1*y
>    }
> 
> Probably way more than you wanted to know.  Sadly, this is something
> I've spent way too much time on and yet have a hard time explaining it
> to anyway.  None of the hash users want to be bothered with POV-Ray
> (they all want me to work on the RIB exporter tho none of them know jack
> about RIB. grrr).  Then when I mention Hash here it's like everyone
> thinks I've been smoking the stuff...still, I've been having a blast
> with all these low-tech tools I've cooked up. :-)


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From: Peter Cracknell
Subject: Re: Flower
Date: 18 Aug 2000 10:44:33
Message: <399d4bd1@news.povray.org>
Right thanks, I think I'm a few (hundred) leagues below this, one day you'll
create a SPatch model and someone will create a nice little app that takes
the file and exports one simple image which you can paint on and UVMap
within Moray (though Moray doesn't currently support non-official stuff).
Until then I'll probably leave UVMapping - I have ago with UVMapper but it
confused the hell out of me!

Pete

Mike <Ama### [at] aolcom> wrote in message news:399CFE73.B484F167@aol.com...
> > Yes but you can have different uv mapping : planar, cylindrical,
> > spherical. Can I know more about it. Which procedure to follow
> > to get this texture?
>
> Well, by uv mapping I meant that the texture is mapped to the 2D space
> of the surface, which in the case of a bicubic patch is typically a unit
> square.
>
> The texture as much as it shows with the bad jpeg compression could
> pretty easily be achieved with a gradient y pigment.  But to get
> specific about what I did here, I wrote a patch for MegaPOV that does uv
> mapping for type 2 bicubic patches.  Then I changed the uv mapping code
> to calculate a 3x3 homogenous mapping matrix using the 4 corners of a
> quadrilateral (the uv vectors) assuming the patch space is a unit square
> and having the homogenous coordinate set to 1.  This matrix is used each
> time a ray intersects the surface of the patch by tranforming the u and
> v location of the patch at the current intersection to texture space (or
> maybe the other way around).
>
> Then I updated the pov-ray exporter for Animation Master available at
> http://free.prohosting.com/~olana/plugins/plugins.html to write the
> texture coordinates in pov format using the new syntax.  To keep things
> fast, I write a seperate include file with the textures needed for the
> model, otherwise each image would be parsed for each patch and it would
> take forever.  The new plugin hasn't been released yet though.  The
> problem is that I think I'm near the limit of my ftp space and can't
> upload everything there.
>
> It's plausible that this could be done by hand but I wouldn't want to.
> Some macros could probably be made to create the uv vectors, or in the
> case of sPatch models you could use a find and replace to add uv vectors
> that are a unit square, thus allowing for the mapping of a tilable
> image.
>
> I uploaded a copy of the windows binary with the new uv mapping and
> included a short text file explaining how the uv_vectors relate to the
> texture and the patch.  It's in povray.binaries.programming.  You should
> be able to render the scene files I uploaded to binaries.scene-files
> with it.
>
> As an example, here's what one patch looks like:
>
> bicubic_patch {
> type 2
> accuracy 0.1
> uv_vectors <0.5475359559059143, 0.9598205089569092>,
> <0.5189526081085205, 0.960773766040802>, <0.615035891532898,
> 0.7563253045082092>, <0.7078137397766113, 0.7766876816749573>
> <1.239059209823608, -0.01280438248068094, 1.6783527135849>,
> <1.065836906433106, 0.1083308532834053, 1.747843623161316>,
> <0.8545190691947937, 0.1975981742143631, 1.807306289672852>,
> <0.645129919052124, 0.2410857826471329, 1.846774458885193>,
> <2.281259059906006, 0.2899681329727173, 2.865853786468506>,
> <2.073765516281128, 0.5121513605117798, 2.92615818977356>,
> <1.813590884208679, 0.7627856731414795, 2.980928659439087>,
> <1.548043966293335, 0.8501358032226563, 3.049945831298828>,
> <3.277821063995361, 0.9094398617744446, 4.084438323974609>,
> <3.087475061416626, 1.274701952934265, 4.069855690002441>,
> <2.652498245239258, 1.616940975189209, 4.161567687988281>,
> <2.316552639007568, 1.618627786636353, 4.310638427734375>,
> <4.087599754333496, 1.740859031677246, 5.157229423522949>,
> <3.848036289215088, 2.162004947662354, 5.15593147277832>,
> <3.304417133331299, 2.48495364189148, 5.332837104797363>,
> <2.897367477416992, 2.485338926315308, 5.533927917480469>
> uv_mapping double_illuminate
> texture { Base0 }
> normal { Decal0 }
> interior { Interior0 }
> }
>
> (now that I look at that, I could probably save space by lowering the
> precision)
>
> and here's the textures I used.
>
> #declare Base0 =
>  texture {
>   pigment {
>      image_map {
>      tga "petalcolor.tga"
>      once
>      interpolate 4
>      }
>    scale <1, -1, 1>
>    translate 1*y
>    }
>      finish {
>      ambient 0
>      phong .9
>      phong_size 40
>      brilliance .5
>      diffuse .9
>      reflection 0
>      metallic
>     }
>   }
>
> #declare Interior0 =   interior { ior 1 }
>
> #declare Decal0 =
>    normal {
>      bump_map {
>      tga "petalbump.tga"
>      once
>      interpolate 4
>      }
>      bump_size 2
>    scale <1, -1, 1>
>    translate 1*y
>    }
>
> Probably way more than you wanted to know.  Sadly, this is something
> I've spent way too much time on and yet have a hard time explaining it
> to anyway.  None of the hash users want to be bothered with POV-Ray
> (they all want me to work on the RIB exporter tho none of them know jack
> about RIB. grrr).  Then when I mention Hash here it's like everyone
> thinks I've been smoking the stuff...still, I've been having a blast
> with all these low-tech tools I've cooked up. :-)
>


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From: David Fontaine
Subject: Re: Flower
Date: 18 Aug 2000 19:04:58
Message: <399DBF0B.2D808BDC@faricy.net>
Wow, this is good! It's begging for a real background.

--
David Fontaine   <dav### [at] faricynet>   ICQ 55354965
Please visit my website:  http://davidf.faricy.net/


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