POV-Ray : Newsgroups : povray.binaries.images : Drunken Bricks 55kbu Server Time
19 Aug 2024 10:21:29 EDT (-0400)
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From: Remco de Korte
Subject: Re: Drunken Bricks 55kbu
Date: 6 Jan 2001 10:50:25
Message: <3A573DFD.45C79083@onwijs.com>
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).

Cheers,

Remco

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.
> 
> Bye,
> Alan.
> 
>  [Image]


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From: Dearmad
Subject: Re: Drunken Bricks 55kbu
Date: 6 Jan 2001 13:09:31
Message: <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?


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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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