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Jim Charter wrote:
> Never mind, I see now.
Just a clarification for the other people :) The texture should look
smth. like:
pigment {
gradient -z
color_map {
[0 1 color rgb 0 color rgb 1]
}
scale ...
translate ...
}
finish{ambient 1}
The main problem is that scale... translate ... block. You have either
to know minimum and maximum Z coordinate of your object or just
play with it.
Gena.
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> I get the triangle to be close to 25% of the image width, at its
widest,
> which is 1500 pixel. I don't have the exact size of the triangle, as
it
> is going to be the last part, that I model, unfortunately, due to the
> way I'm working through the building. The acute angles a going to be
> close to 27 deg, though.
Ok, I'll do some dummy boxes to test with.
Here is another test with the reference picture embedded for comparsion.
Is there need for much more detail? I need to postion the bodies so that
they give more depth. And by the way, you can't open the mouth of the
horse in Poser 3.
If anyone is interested, I did it like this:
Posed a horse and a casual male in Poser.
Exportet to obj, then to pov via PoseRay, fixed the textures.
Used a texture similar to Gena's and rendered a orthographic view or the
model which I saved in resolution 1000x1000 (png).
When I had two such greyscale maps, I used them as height_fields and
positioned them together with the temporary csg sun, then I did another
orthographic shot and saved the last heightfield.
But now a question, what is the man to the far left doing? ("O" marks
him ;-)
Is he bending his hip in some insane position, or is there two people on
the horse? Is he strangeling himself or covering his eyes?
Perhaps I'm too tired..
-Peter
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Attachments:
Download 'test03.jpg' (75 KB)
Preview of image 'test03.jpg'
![test03.jpg](/povray.binaries.images/attachment/%3C3ebaddbf%40news.povray.org%3E/test03.jpg?preview=1)
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And if, like me, you happen to be using a mesh2 object that you converted
using 3dwin, you must remember to remove the uv_mapping keyword from the
object declaration. ;)
Gena, I know I read somewhere that you published a somehow faster
version of Tomtree or something to that effect. But I can no longer
find where you referred to it or where it is. Could you remind me where
you put it?
Thanks, Jim
PS. your -z gradient pigment thingy has given me an idea for the next
IRTC round.
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Jim Charter wrote:
> Gena, I know I read somewhere that you published a somehow faster
> version of Tomtree or something to that effect. But I can no longer
> find where you referred to it or where it is. Could you remind me where
> you put it?
See the post in p.b.s.-f. group with subject 'Tree + Snow' posted on 1/29/03
and example image in this group (p.b.i) with the same subject.
In the future I'm going to bundle TOMTREEm.inc with POV-Tree
together with leaf and seamless bark image maps for UV-mapping.
Gena.
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Peter Hertel wrote:
> But now a question, what is the man to the far left doing? ("O" marks
> him ;-)
> Is he bending his hip in some insane position, or is there two people on
> the horse? Is he strangeling himself or covering his eyes?
He is coverings his eyes. As for the leg, it may be distorted a bit, to
avoid having it stick out of the relief.
/Ib
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On Thu, 08 May 2003 13:44:03 -0700, Gena <obu### [at] mail com> wrote:
> The main problem is that scale... translate ... block. You have either
> to know minimum and maximum Z coordinate of your object or just
> play with it.
http://www.povray.org/search/?s=min_extent
http://www.povray.org/search/?s=max_extent
ABX
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Peter Hertel wrote:
> Here is another test with the reference picture embedded for comparsion.
Good start.
> Is there need for much more detail?
Usually more details - better ;)
> When I had two such greyscale maps, I used them as height_fields and
> positioned them together with the temporary csg sun, then I did another
> orthographic shot and saved the last heightfield.
Maybe it's better to have the whole scene and apply that gradient texture
to all objects (?) This way you don't loose heightfield quality. The only
problem can arise here - a lack of memory for the herd of horses :)
Gena.
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> > Is there need for much more detail?
> Usually more details - better ;)
Yeah, I'll work on that. It looks a bit flat, if I manage to get better
depth in the image it might help as well. Perhaps doing some manual painting
on the image_map will make it look better too.
> > When I had two such greyscale maps, I used them as height_fields and
> > positioned them together with the temporary csg sun, then I did another
> > orthographic shot and saved the last heightfield.
> Maybe it's better to have the whole scene and apply that gradient texture
> to all objects (?) This way you don't loose heightfield quality. The only
> problem can arise here - a lack of memory for the herd of horses :)
As I'm only in the early tests I did it this way because it was much
quicker. It's also much easier to tweak the gradient texture when you know
the exact size of the object. But if I save the first height_fields in
resolution 3000x3000, it should be enough, no? That'll take a lot of memory
too, though..
-Peter
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Gena wrote:
> See the post in p.b.s.-f. group with subject 'Tree + Snow' posted on 1/29/03
> and example image in this group (p.b.i) with the same subject.
>
> In the future I'm going to bundle TOMTREEm.inc with POV-Tree
> together with leaf and seamless bark image maps for UV-mapping.
>
> Gena.
>
Thanks!
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Peter Hertel wrote:
>>>Is there need for much more detail?
>>>
>>Usually more details - better ;)
The tympanum is now ready for your heightfield. The angles endedup being
only 26 deg, I hope that does not affect your work too much.
/Ib
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Attachments:
Download 'teststpaul05.jpg' (67 KB)
Preview of image 'teststpaul05.jpg'
![teststpaul05.jpg](/povray.binaries.images/attachment/%3C3EC15C3D.4050302%40ibras.dk%3E/teststpaul05.jpg?preview=1)
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