POV-Ray : Newsgroups : povray.binaries.images : Drunken Bricks 55kbu Server Time
19 Aug 2024 10:20:28 EDT (-0400)
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From: Alan Holding
Subject: Re: Drunken Bricks 55kbu
Date: 7 Jan 2001 11:54:23
Message: <3a589f3f$1@news.povray.org>
Dearmad <dea### [at] teleportcom> wrote in message
news:3A57609D.A66E98BB@teleport.com...
> nice effect.
>
> is that your texturing on it or is that a moire pattern I see?  If so...
> how in the HECK did that show up?

Every brick was given a random pigment and slightly different normal, the
code being:

texture {
pigment {rgb <rand(seed),rand(seed),rand(seed)>/2+0.5}
finish {phong 1 phong_size 75 ambient 0.2 diffuse 0.7 metallic}
normal {granite 0.25 scale 0.05 turbulence 0.02 translate rand (seed)*2}
}

which gave a nice pastel look to them, I think.


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From: Alan Holding
Subject: Re: Drunken Bricks 55kbu
Date: 7 Jan 2001 11:54:25
Message: <3a589f41@news.povray.org>
Remco de Korte <rem### [at] onwijscom> wrote in message
news:3A573DFD.45C79083@onwijs.com...

> BTW My problem is to get the bricks to 'fit' (i.e. the shape adapted to
the
> curves) and to get rounded bricks (I can't remember where I got that
idea).
> I'm glad to say I got it working, just to bad the result is boring
(apparently
> it works).

The mortar is the problem for me.  When the bricks follow a sharp curve in
the spline, the nasty 'joins' in the mortar become obvious.  So, what I'm
attempting to do is sample the spline's heading at each point where a brick
would go, and then use CSG to chop up a cylinder to make nice curvy joins.
As I'm useful Chris Colefax's Spline Include File (again!) this should be
pretty painless to achieve.  (He says foolishly...)

Bye.


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From: Geoff Wedig
Subject: Re: Drunken Bricks 55kbu
Date: 8 Jan 2001 07:58:21
Message: <3a59b96c@news.povray.org>
Remco de Korte <rem### [at] onwijscom> wrote:

> Cool! I've been working with bricks for a tower too lately, but never got such
> an interesting effect. 
> BTW My problem is to get the bricks to 'fit' (i.e. the shape adapted to the
> curves) and to get rounded bricks (I can't remember where I got that idea). 
> I'm glad to say I got it working, just to bad the result is boring (apparently
> it works).

I've got a stone wall macro that can do curcular towers and such, and can
even do bricks.  It uses isosurfaces, so it's a little slow, but the effect
is really nice.  I'm hoping to release it to the public as soon as I write
some docs, but if someone wants a look-see at a pre-release version, I could
see about doing that.

Geoff


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From: Remco de Korte
Subject: Re: Drunken Bricks 55kbu
Date: 8 Jan 2001 17:00:11
Message: <3A5A3796.9879657C@onwijs.com>
Geoff Wedig wrote:
> 
> Remco de Korte <rem### [at] onwijscom> wrote:
> 
> > Cool! I've been working with bricks for a tower too lately, but never got such
> > an interesting effect.
> > BTW My problem is to get the bricks to 'fit' (i.e. the shape adapted to the
> > curves) and to get rounded bricks (I can't remember where I got that idea).
> > I'm glad to say I got it working, just to bad the result is boring (apparently
> > it works).
> 
> I've got a stone wall macro that can do curcular towers and such, and can
> even do bricks.  It uses isosurfaces, so it's a little slow, but the effect
> is really nice.  I'm hoping to release it to the public as soon as I write
> some docs, but if someone wants a look-see at a pre-release version, I could
> see about doing that.
> 
> Geoff

I wish I had that before. I thought it would probably be able to do this with
isosurfaces but I don't have a clue on how to start. 
I've got it done now, including door and window openings.

Remco


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From: Tor Olav Kristensen
Subject: Re: Drunken Bricks 55kbu
Date: 9 Jan 2001 20:48:15
Message: <3A5BBEA0.14908A4E@online.no>
Alan Holding wrote:
> 
> Hello, all.
> 
> I'm making a brick wall macro thing at the moment which follows splines.  (I
> know other people have made brick macros, but there's nowt like doing for
> learning...)  After putting a rotation in the wrong place, I got this.  I
> quite like it, so I though I'd post it here.

I like it too.

Please make more such errors !


Tor Olav
-- 
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: Anton Sherwood
Subject: Re: Drunken Bricks 55kbu
Date: 15 Jan 2001 02:37:13
Message: <3A62AAB1.D28CF104@pobox.com>
> Dearmad <dea### [at] teleportcom> wrote
> > is that your texturing on it or is that a moire pattern I see? 

Alan Holding wrote:
> Every brick was given a random pigment and slightly different
> normal, the code being:
> 
> texture {
> pigment {rgb <rand(seed),rand(seed),rand(seed)>/2+0.5}
> finish {phong 1 phong_size 75 ambient 0.2 diffuse 0.7 metallic}
> normal {granite 0.25 scale 0.05 turbulence 0.02
>	translate rand (seed)*2}
> }
> 
> which gave a nice pastel look to them, I think.

Ah, and assuming that rand() is a typical linear type (why can't i find
it in the doc?!), one would expect vague stripes to show up.

Why not apply the normal to the wall as a whole?

-- 
Anton Sherwood  --  br0### [at] p0b0xcom  --  http://ogre.nu/


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From: Chris Huff
Subject: Re: Drunken Bricks 55kbu
Date: 15 Jan 2001 11:16:45
Message: <chrishuff-B6FE40.11180715012001@news.povray.org>
In article <3A62AAB1.D28CF104@pobox.com>, Anton Sherwood 
<bro### [at] poboxcom> wrote:

> Ah, and assuming that rand() is a typical linear type (why can't i find
> it in the doc?!)

Is this what you are looking for?
4.1.3.6 Float Functions
...
rand(I)     Returns the next pseudo-random number from the stream 
specified by the positive integer I. You must call seed() to initialize 
a random stream before calling rand(). The numbers are uniformly 
distributed, and have values between 0.0 and 1.0, inclusively. The 
numbers generated by separate streams are independent random variables.

-- 
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: Alan Holding
Subject: Re: Drunken Bricks 55kbu
Date: 15 Jan 2001 12:48:42
Message: <3a6337fa$1@news.povray.org>
Anton Sherwood <bro### [at] poboxcom> wrote in message
news:3A62AAB1.D28CF104@pobox.com...
>
> Why not apply the normal to the wall as a whole?

Er... Don't know, really.  You're right, of course.  In theory it should
save time (?), so I'll give it a shot and see if it speeds up the render
any.

Bye,
Alan.


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