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From: AC
Subject: A Weav Texture....(~50 k)
Date: 14 Feb 2001 14:50:27
Message: <3a8ae183@news.povray.org>
Well what to you think?
I can controll the weave thickness and color in of the "thread"

Ambis


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From: Marc-Hendrik Bremer
Subject: Re: A Weav Texture....(~50 k)
Date: 14 Feb 2001 15:15:33
Message: <3a8ae765@news.povray.org>
Interesting! How is it done? Can you built a brick texture out of this -
with less gradient than the build-in one? :-)

Marc-Hendrik


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From: AC
Subject: Re: A Weav Texture....(~50 k)
Date: 14 Feb 2001 15:57:45
Message: <3a8af149@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3a8ae765@news.povray.org...
> Interesting! How is it done? Can you built a brick texture out of this -
> with less gradient than the build-in one? :-)
>
> Marc-Hendrik
>
>
It is actually a layered checker texture. Feel free to take a look at the
code.
About the brick I don't  know, I was trying to make cloth to begin with and
thought about how to make it look like a weave. The code is brand new for
today.

/* Starts here pov 3.1G */
light_source {<10,10,10> rgb 2}
camera {location <3,3,3> look_at <2,2,0>}

#declare Weav_Scale = <.05,.05,10>;
/* RBG Brightness for color maps (srtings) */
#declare Wb_1 = 0;
#declare Wb_2 = 0.3;
#declare Wb_3 = 0.5;
#declare Wb_4 = 1.0;
#declare Wb_5 = 0.5;
#declare Wb_6 = 0.3;
#declare Wb_7 = 0;

/* RGB Color for color maps (strings)*/

/*Horizontal Color */
#declare Wc_R1 = .5;
#declare Wc_G1 = 0;
#declare Wc_B1 = 1;

/* Vertical Color */
#declare Wc_R2 = 1;
#declare Wc_G2 = .2;
#declare Wc_B2 = .5;

/* Color Map Distances */
#declare Wd_1=0.00;
#declare Wd_2=0.05;
#declare Wd_3=0.25;
#declare Wd_4=0.50;
#declare Wd_5=0.75;
#declare Wd_6=0.95;
#declare Wd_7=1.00;

#declare Weav_String1=pigment{
 marble
 rotate <0,0,90>
        scale 2
 color_map{
    [Wd_1 rgbf <1,1,1,1>]
    [Wd_2 rgbf <1,1,1,1>]
    [Wd_2 rgb <Wc_R1 * Wb_2 ,Wc_G1 * Wb_2 ,Wc_B1 * Wb_2 >]
    [Wd_3 rgb <Wc_R1 * Wb_3 ,Wc_G1 * Wb_3 ,Wc_B1 * Wb_3 >]
    [Wd_4 rgb <Wc_R1 * Wb_4 ,Wc_G1 * Wb_4 ,Wc_B1 * Wb_4 >]
    [Wd_5 rgb <Wc_R1 * Wb_5 ,Wc_G1 * Wb_5 ,Wc_B1 * Wb_5 >]
    [Wd_6 rgb <Wc_R1 * Wb_6 ,Wc_G1 * Wb_6 ,Wc_B1 * Wb_6 >]
    [Wd_6 rgbf <1,1,1,1>]
    [Wd_7 rgbf <1,1,1,1>]
   }}

#declare Weav_String2=pigment{
 marble
 scale 2
 color_map{
    [Wd_1 rgbf <1,1,1,1>]
    [Wd_2 rgbf <1,1,1,1>]
    [Wd_2 rgb <Wc_R2 * Wb_2 ,Wc_G2 * Wb_2 ,Wc_B2 * Wb_2 >]
    [Wd_3 rgb <Wc_R2 * Wb_3 ,Wc_G2 * Wb_3 ,Wc_B2 * Wb_3 >]
    [Wd_4 rgb <Wc_R2 * Wb_4 ,Wc_G2 * Wb_4 ,Wc_B2 * Wb_4 >]
    [Wd_5 rgb <Wc_R2 * Wb_5 ,Wc_G2 * Wb_5 ,Wc_B2 * Wb_5 >]
    [Wd_6 rgb <Wc_R2 * Wb_6 ,Wc_G2 * Wb_6 ,Wc_B2 * Wb_6 >]
    [Wd_6 rgbf <1,1,1,1>]
    [Wd_7 rgbf <1,1,1,1>]
   }}




/* Bottom Layer */
#declare Weav_l1= texture{pigment { checker
  pigment {Weav_String2}
  ,
  pigment {Weav_String1}
  scale Weav_Scale
  }}
/*Top Layer*/
#declare Weav_l2= texture{ pigment {checker
  pigment {Weav_String1}
  ,
  pigment {Weav_String2}
  scale Weav_Scale
  }}
#declare Weav=
texture {pigment {rgb <1,1,0> }}
texture {Weav_l1}
texture {Weav_l2}




box { <-2,-2,-1>,<2,2,.2>
 texture {Weav rotate <45,45,0>}
}
sphere {<0,0,0>,1
 texture {Weav translate <-1,0,-1>}
rotate <0,0,45>
translate <-1,0,1>
}
background {rgb 1}


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From: Marc-Hendrik Bremer
Subject: Re: A Weav Texture....(~50 k)
Date: 14 Feb 2001 16:50:08
Message: <3a8afd90$1@news.povray.org>
Oh, checker, I see. Now as you say it, it is obvious (even for me :-)).
Thanks for the code.

What do you want to do with it? Wouldn't it be better to rotate the marble
by 90 degree? In that way the colour get darker when they go "deeper". If
you want to use it as a normal, a heightfield or an isosurface-function, the

don't know if it is as easy as it sounds.

Marc-Hendrik


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From: AC
Subject: Re: A Weav Texture....(~50 k)
Date: 15 Feb 2001 11:07:25
Message: <3a8bfebd@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3a8afd90$1@news.povray.org...


> What do you want to do with it? Wouldn't it be better to rotate the marble
> by 90 degree? In that way the colour get darker when they go "deeper". If
It is not that easy to do it in a "smooth" way , Then I would get a clear
break in the weave just before it goes deeper

> you want to use it as a normal, a heightfield or an isosurface-function,
the

> don't know if it is as easy as it sounds.
"height"??? Sorry I'm not shure what you mean.


Ambis


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From: Thomas Charron
Subject: Re: A Weav Texture....(~50 k)
Date: 15 Feb 2001 11:21:57
Message: <3a8c0225$1@news.povray.org>
"AC" <amb### [at] teliacom> wrote in message news:3a8ae183@news.povray.org...
> Well what to you think?
> I can controll the weave thickness and color in of the "thread"

  Sweet.  Be *REALLY* sweet if you could somehow make a corresponding bump
map to apply to it.  Then combine this with Clothman..  :-)


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From: AC
Subject: Re: A Weav Texture....(~50 k)
Date: 15 Feb 2001 15:28:17
Message: <3a8c3be1@news.povray.org>
"Thomas Charron" <tch### [at] ductapenet> wrote in message
news:3a8c0225$1@news.povray.org...
>   Sweet.  Be *REALLY* sweet if you could somehow make a corresponding bump
> map to apply to it.  Then combine this with Clothman..  :-)

Can you tell me what this Clothman is?
Ambis


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From: Marc-Hendrik Bremer
Subject: Re: A Weav Texture....(~50 k)
Date: 15 Feb 2001 18:32:51
Message: <3a8c6723@news.povray.org>
AC schrieb in Nachricht <3a8bfebd@news.povray.org>...
>
>"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
>news:3a8afd90$1@news.povray.org...
>
>
>> What do you want to do with it? Wouldn't it be better to rotate the
marble
>> by 90 degree? In that way the colour get darker when they go "deeper". If
>It is not that easy to do it in a "smooth" way , Then I would get a clear
>break in the weave just before it goes deeper
>

Hm, I see ...

>"height"??? Sorry I'm not shure what you mean.


That most likely because I did not use the correct word. Well if you take a
heightfield, you get higher points with a brighter spot of your image and
vice versa. The way your pattern is at the moment, there would be a sharp
edge at the transition from the red to the blue part, 'cause the brightness
of the red part does not decrease when it is going to "go under" the blue
one. Instead the red string becomes deeper at the other sides and would go
deeper instead of higher when the blue string goes "under" it.

I hope that was at least a bit clearer. You could just try it out: change
the patterns to grayscale and make the yellow part black. Then render the
box with an orthographic camera from right above and use the image as an
heightfield.

Sorry for any confusion my poor knowledge of the English language may have
caused.

Marc-Hendrik


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From: AC
Subject: Re: A Weav Texture....(~50 k)
Date: 16 Feb 2001 17:19:09
Message: <3a8da75d@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3a8c6723@news.povray.org...
>


> I hope that was at least a bit clearer. You could just try it out: change
> the patterns to grayscale and make the yellow part black. Then render the
> box with an orthographic camera from right above and use the image as an
> heightfield.

I'm not shure I could use that idea now , It would mean that I would have to
re-make the heightfield every time I change the width of the threads. Or
change the weave a little bit like makeing a double, or  tripple weave like
in the pic below. However I think I could use the trick on somthing else
some time.



Right now I'm working with normals and a checkered filter that I can put in
between the weave layers to darken the bottom weave layer to get the "heigtt
diffrence".

I still have a lot to learn in this program, but it is just wonderful to use
when it is possible to have this nice controll over the final picture...


Ambis


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From: Thomas Charron
Subject: Re: A Weav Texture....(~50 k)
Date: 16 Feb 2001 18:00:44
Message: <3a8db11c@news.povray.org>
Hrm, I misphrased that..  Its actually called 'ClothRay', not ClothMan.
It is a version of Povray that supports the generation of cloth objects that
interact with the environment in the scene..  Take a look at
http://tofbouf.free.fr/clothray/index_en.html and stand in awe..  It is a
*VERY* nice patch.  Just released recently..

"AC" <amb### [at] teliacom> wrote in message news:3a8c3be1@news.povray.org...
> "Thomas Charron" <tch### [at] ductapenet> wrote in message
> news:3a8c0225$1@news.povray.org...
> >   Sweet.  Be *REALLY* sweet if you could somehow make a corresponding
bump
> > map to apply to it.  Then combine this with Clothman..  :-)
> Can you tell me what this Clothman is?
> Ambis


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