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I'm working on the second version of the IsoWood include, here is a preview
scene with some of the things i added.
There is still a lot to do, especially the documentation, so i don't know when
it will be finished.
Comments and suggestions for further additions welcome.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Attachments:
Download 'iw_04.jpg' (88 KB)
Preview of image 'iw_04.jpg'
![iw_04.jpg](/povray.binaries.images/attachment/%3C3A081C93.3985D66B%40schunter.etc.tu-bs.de%3E/iw_04.jpg?preview=1)
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Hmm, where are the knotholes?
Grim
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GrimDude wrote:
>
> Hmm, where are the knotholes?
>
> Grim
I already made some experiments concerning that problem, but it's difficult,
because the 'classical' inverse black_hole warp technique does not work that
well. The color of the knotholes usually differs from the wood and black_hole
warps are spherical while realistic knotholes should have a more cylindrical
shape pointing away from the center of the wood pattern.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Aye. I've been looking at the new turbulence vector. That, and I believe
something like a spotted map, would get results. In otherwords, a complex
texture would most certainly be required. I have no doubt that warps,
blackholes, (whatever) could benefit diversity in the pattern, but not the
answer in getting the overall effect.
I started off iso woods by trying to recreate the T_Wood series, which I
then proceeded to 'dirty down' with knotholes. I still haven't gotten the
results I want, but I have a ton of projects going too. :)
Attached are 25 T_Woods less the knotholes.
Good luck!
Grim
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Attachments:
Download 'TWood_Iso.jpg' (44 KB)
Preview of image 'TWood_Iso.jpg'
![TWood_Iso.jpg](/povray.binaries.images/attachment/%3C3a0a1d61%40news.povray.org%3E/TWood_Iso.jpg?preview=1)
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In article <3A09C60A.E9CAEBFC@schunter.etc.tu-bs.de>,
chr### [at] gmx de wrote:
> I already made some experiments concerning that problem, but it's
> difficult, because the 'classical' inverse black_hole warp technique
> does not work that well. The color of the knotholes usually differs
> from the wood and black_hole warps are spherical while realistic
> knotholes should have a more cylindrical shape pointing away from the
> center of the wood pattern.
The displace warp could be of use here...or someone could patch the
black hole warp so the "type" keyword actually does something...
--
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:
>
> The displace warp could be of use here...or someone could patch the
> black hole warp so the "type" keyword actually does something...
>
I already thought of displace warps, although it would not be usable in Povray
3.5.
With a 'type 1' displace warp i could also use the same pattern for the warp and
the different coloring of wood and knothole.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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GrimDude wrote:
>
> Aye. I've been looking at the new turbulence vector. That, and I believe
> something like a spotted map, would get results. In otherwords, a complex
> texture would most certainly be required.
I'm not sure if i understood that right, could you explain it a bit more
detailed ?
> I have no doubt that warps,
> blackholes, (whatever) could benefit diversity in the pattern, but not the
> answer in getting the overall effect.
I think displace warps are quite a good idea, i also try the black_hole warps
placed at the surface of the wood objects.
> I started off iso woods by trying to recreate the T_Wood series, which I
> then proceeded to 'dirty down' with knotholes. I still haven't gotten the
> results I want, but I have a ton of projects going too. :)
>
> Attached are 25 T_Woods less the knotholes.
>
You should remember that layered textures can't be used in the IsoWood include.
BTW I already have quite a lot of color_maps and some pigments to be included
with IsoWood 0.2
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Christoph Hormann <Chr### [at] schunter etc tu-bs de> wrote:
> GrimDude wrote:
>>
>> Aye. I've been looking at the new turbulence vector. That, and I believe
>> something like a spotted map, would get results. In otherwords, a complex
>> texture would most certainly be required.
> I'm not sure if i understood that right, could you explain it a bit more
> detailed ?
>> I have no doubt that warps,
>> blackholes, (whatever) could benefit diversity in the pattern, but not the
>> answer in getting the overall effect.
> I think displace warps are quite a good idea, i also try the black_hole warps
> placed at the surface of the wood objects.
>> I started off iso woods by trying to recreate the T_Wood series, which I
>> then proceeded to 'dirty down' with knotholes. I still haven't gotten the
>> results I want, but I have a ton of projects going too. :)
>>
>> Attached are 25 T_Woods less the knotholes.
>>
> You should remember that layered textures can't be used in the IsoWood include.
> BTW I already have quite a lot of color_maps and some pigments to be included
> with IsoWood 0.2
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
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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.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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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.
Good luck!
Grim
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