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Hello.
Been trying to get a rust texture right and I think that staring at it for
so long has numbed my eyeballs. Constructive criticism requested, please!
For the record, this is made up of three textures placed into a texture_map,
turbulenced to death and scaled down teeny weeny.
Bye,
Alan.
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Attachments:
Download 'rusty_stickman.jpg' (29 KB)
Preview of image 'rusty_stickman.jpg'
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In article <3aede854@news.povray.org>, "Alan Holding"
<man### [at] lineonenet> wrote:
> Been trying to get a rust texture right and I think that staring at
> it for so long has numbed my eyeballs. Constructive criticism
> requested, please!
It looks like some kind of anodized finish, or rough stone, but not much
like rust...
Um, what exactly is that thing?
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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----- Original Message -----
From: "Chris Huff" <chr### [at] maccom>
Newsgroups: povray.binaries.images
Sent: Monday, April 30, 2001 11:46 PM
Subject: Re: Rust? 28kbu
> It looks like some kind of anodized finish, or rough stone, but not much
> like rust...
Oh? Erm... Back to drawing board then.
> Um, what exactly is that thing?
It's a stick man thing that I'm using to teach myself inverse
kinematics/walk cycles, etc. This one only uses forward kinematics right
now as I've just built him, which was a cinch after constucting my robot. I
stumbled across this page:
http://www.css.tayloru.edu/instrmat/graphics/hypgraph/animation/walking/lear
ning_to_walk.htm
and it inspired me to have a go at animating walks. Whether I'll be
successful is another matter.
Bye,
Alan.
--
ICQ 114025688
Black & White?
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Rust should be more orangey. I should know, my car's covered in the stuff :(
It's worth looking at some of H.E.Day's source, I recall his "drunkpat"
image from the irtc city round had some nice rust effects.
--
Tek
http://www.evilsuperbrain.com
Alan Holding <man### [at] lineonenet> wrote in message
news:3aede854@news.povray.org...
> Hello.
>
> Been trying to get a rust texture right and I think that staring at it for
> so long has numbed my eyeballs. Constructive criticism requested, please!
>
> For the record, this is made up of three textures placed into a
texture_map,
> turbulenced to death and scaled down teeny weeny.
>
> Bye,
> Alan.
>
>
>
Post a reply to this message
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I suggest you take a look at some real rust for reference. I have
plentty of rusty things i could scan in for you if you like.
Did you say "black & white"? ;)
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"Alan Holding" <man### [at] lineonenet> wrote in <3aede854@news.povray.org>:
> Hello.
>
> Been trying to get a rust texture right and I think that staring at it
> for so long has numbed my eyeballs. Constructive criticism requested,
> please!
>
> For the record, this is made up of three textures placed into a
> texture_map, turbulenced to death and scaled down teeny weeny.
Here's a photo I took last summer of a rusty handrail. Perhaps it's of some
use as a reference.
Simon
Post a reply to this message
Attachments:
Download 'P8040018.jpg' (59 KB)
Preview of image 'P8040018.jpg'
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> Here's a photo I took last summer of a rusty handrail. Perhaps it's of
some
> use as a reference.
or an image \ bump map :))
--
Rick
Kitty5 WebDesign - http://Kitty5.com
Hi-Impact database driven web site design & e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
POV-Ray News & Resources - http://Povray.co.uk
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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odd... I wonder why it looks computer generated.
Simon de Vet wrote:
> "Alan Holding" <man### [at] lineonenet> wrote in <3aede854@news.povray.org>:
>
>
>> Hello.
>>
>> Been trying to get a rust texture right and I think that staring at it
>> for so long has numbed my eyeballs. Constructive criticism requested,
>> please!
>>
>> For the record, this is made up of three textures placed into a
>> texture_map, turbulenced to death and scaled down teeny weeny.
>
>
> Here's a photo I took last summer of a rusty handrail. Perhaps it's of some
> use as a reference.
>
> Simon
>
>
> P8040018.jpg
>
> Content-Type:
>
> image/jpeg
> Content-Encoding:
>
> x-uuencode
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Maybe you could try this as well.
I'm not sure how to link to other messages so I copied this from Ben Pashkes
post
----- Original Message -----
From: "Ben Paschke" <ben### [at] rspcomau>
Newsgroups: povray.binaries.images
Sent: 09 March 2001 01:34 AM
Subject: Re: procedural patina (approx 19kbbu)
..pseudo_code
#declare obj =
object{
file://nice geometry ..
}
#declare dirty_texture{
file://texture for the recessed regions
}
#declare shiny_texture{
file://texture for raised regions
}
file://..and then..
object{
obj file://?-----include the object
texture{
proximity{//these are roughly the settings i used
obj file://?---------reference the same object!!
.8
samples 35
file://sample_weighting ?0,0,0>
sample_bailout 10
max_density 1
type 0
method 1
sides 2 file://needs to be 2 sided testing
}
texture_map{
[0 dirty_texture] file://?------innermost _map location
[1 shiny_texture] file://?------outermost _map location
}
}
}
Should i not have posted this code here?
Does this make it a bit clearer? The key really is just using the same
object
to reference in the proximity_pattern.
Anyway, pretty simple and general. Give it a go!
Now ijust need to test it with other objects! It wouln't be very useful if
it
just worked on spheres!
benp
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Simon de Vet wrote:
> Here's a photo I took last summer of a rusty handrail.
Uh oh. I was going to send a follow-up to you telling that the borders
of paint and rust look a little plastic and not so realistic. Then I
read the word "photo" :-).
--
/"\ | iki.
\ / ASCII Ribbon Campaign | fi/
X Against HTML Mail | zds
/ \
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