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In article <3A0BA60B.7D837F0C@schunter.etc.tu-bs.de>,
chr### [at] gmx de 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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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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] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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GrimDude <gri### [at] netzero com> 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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Christoph Hormann <Chr### [at] schunter etc tu-bs de> 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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