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19 Aug 2024 20:14:47 EDT (-0400)
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From: Chris Huff
Subject: Re: IsoWood 0.2 Preview (87k)
Date: 12 Nov 2000 13:28:14
Message: <chrishuff-1707AA.13282412112000@news.povray.org>
In article <3A0BA60B.7D837F0C@schunter.etc.tu-bs.de>, 
chr### [at] gmxde wrote:

> With a 'type 1' displace warp i could also use the same pattern for 
> the warp and the different coloring of wood and knothole.

With another patch that I plan on writing, you could scale a black hole 
warp so it is a stretched sphere...
(this patch would simply let you apply transformations to warps)

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Christoph Hormann
Subject: Re: IsoWood 0.2 Preview (87k)
Date: 12 Nov 2000 16:50:30
Message: <3A0F10A6.D61C7709@schunter.etc.tu-bs.de>
Chris Huff wrote:
> 
> With another patch that I plan on writing, you could scale a black hole
> warp so it is a stretched sphere...
> (this patch would simply let you apply transformations to warps)
> 

That sounds interesting, it would also be useful to be able to control the
color of knotholes created with blackhole warps.  One could create a
special function pigment for single warps, but it does not work with
repeat and turbulence.  I don't know if it's easy to implement, but
something like a warp pigment would be useful.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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From: Geoff Wedig
Subject: Re: IsoWood 0.2 Preview (87k)
Date: 14 Nov 2000 07:18:38
Message: <3a112d9e@news.povray.org>
GrimDude <gri### [at] netzerocom> wrote:

> The main point of my post? I have come to the conclusion that layered
> textures are a requisite of wood. It is my observation that some of the new
> additions to MegaPov will help us achieve realistic wooden textures and
> surfaces. My work continues (very slowly) and I hope you clear away a few of
> the problems I ran into initially.

Well, the other option is a texture map, which has much the same effect, I
admit.  I created a very realistic wood grain by combining several wood
grain textures in a wood pattern.  It doesn't have knotholes, but it's
pretty nice.  I'll see if I can put together a close-up pic and post it.

Geoff


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From: Geoff Wedig
Subject: Re: IsoWood 0.2 Preview (87k)
Date: 1 Dec 2000 08:37:10
Message: <3a27a985@news.povray.org>
Christoph Hormann <Chr### [at] schunteretctu-bsde> wrote:



> Geoff Wedig wrote:
>> 
>> Yeah, I ran into this when I was trying to get a good oak texture, including
>> grains.  I ended up doing a pigment map with the same coordinants as the
>> texture map, then added a texture field to the iso-wood includes.  It's not
>> very general, though, since when tweaking one, you have to tweak the other,
>> by hand, but the increased effectiveness is worth it.  I can now do things
>> like grains, having the dark wood rougher, while the light wood is smooth
>> and shiny (this is what the oak in my house is like) rather than just having
>> the depth be uniform.
>> 
>> If you want to see my tweaks, I can send them to you.  I can also post a
>> picture if what I'm talking about isn't clear.
>> 
>> Geoff

> That sounds interesting, i already made some tries with pigment_maps and would
> be really interested to see your efforts.  

> Specifying the function pigment and texture separately is a bit problematic for
> some additions i made like the distorted plank in the picture, but i think i
> could find a solution.  

Well, I finally managed to render the pic, but I can't figure out how to
post it using tin.  Anyone out there who can help me?

Geoff


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