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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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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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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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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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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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> 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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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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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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