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I wish ....
;)
Alf
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I like the bright texture very much. Must have a look at Norbert's
posted scene.
OT. Its a pity that the sort of image I would like to hard copy always
looks better with a black background. With an inkjet - thats a lot of
ink. I wonder if there are printers or inks out there that rely on
_black_ paper.
--
Alf
http://www.peake42.freeserve.co.uk/
http://www.qsl.net/gw3srg/
gw3### [at] thersgb net
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Marc Champagne wrote:
>I tried your varnish on this thing of mine, looks pretty good.
thanks!
>How did you come up with the sky_sphere gradient and the use of pow()?
I took the sky sphere colors from an old terragen sky render. The pow
commands are needed to adjust the colors to the gamma value of 1 (colors of
adjusting them).
>I'm simply trying to understand how folks come up with exotic ways to
>create textures/colors, in this case a world for reflections.
There are real texture masters like Gilles Tran, Mick Hazelgrove, Rune,
Margus Ramst and some others more.
http://news.povray.org/povray.binaries.images/18258/
http://news.povray.org/povray.binaries.images/22367/
Norbert
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WOW!
Very suggestive. After 5 minutes looking at the colors and following the
curves, I feel hypnotized.
Good work!
Norbert
Marc Champagne wrote:
>Marc Champagne <nos### [at] please com> wrote in
>news:Xns### [at] 204 213 191 226:
>
>> Norbert,
>>
>> I tried your varnish on this thing of mine, looks pretty good.
>>
>> How did you come up with the sky_sphere gradient and the use of pow()?
>>
>> I'm simply trying to understand how folks come up with exotic ways to
>> create textures/colors, in this case a world for reflections.
>>
>
>Ooops, here is the picture I'm refering to above
>
>(MIKA) Marc Champagne
>marcch.AT.videotron.DOT.ca
>Montreal, CANADA
>
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news: web.3da30af4ea2d989a9c5824bd0@news.povray.org...
> There are real texture masters like Gilles Tran, Mick Hazelgrove, Rune,
> Margus Ramst and some others more.
>
> http://news.povray.org/povray.binaries.images/18258/
> http://news.povray.org/povray.binaries.images/22367/
I don't think qualify as a texture master as I mostly borrow stuff from
other people. Particularly, the SEM texture thread above was very productive
for me: skin textures can also be simulated this way, by changing the
diffuse value in the slope_map (this is what I used for the Poser tests).
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Of course we all learn from each other. By example I love your pinnacle
texture from "chess".
The use of the slope dependent texture in the skin definition is really
I by myself am testing the use in plant textures. I hope to solve the
double_illumination problem you mentioned some months ago, where you used
media instead of double_illuminate in a leaf material of your phantastic
pond image. Up to now I have a simple meadow as an test. Grass and flowers
have all slope dependent pigment definitions.
Norbert
> I don't think qualify as a texture master as I mostly borrow stuff from
> other people. Particularly, the SEM texture thread above was very
productive
> for me: skin textures can also be simulated this way, by changing the
> diffuse value in the slope_map (this is what I used for the Poser tests).
>
> G.
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Attachments:
Download 'slope_pigment_test.jpg' (100 KB)
Preview of image 'slope_pigment_test.jpg'

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news: 3da34957@news.povray.org...
> I by myself am testing the use in plant textures. I hope to solve the
> double_illumination problem you mentioned some months ago, where you used
> media instead of double_illuminate in a leaf material of your phantastic
> pond image. Up to now I have a simple meadow as an test. Grass and flowers
> have all slope dependent pigment definitions.
Wow. I'm going to put this to immediate use.
You're going to win the IRTC, right ? Too bad we can't place bets :-)
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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"Norbert Kern" <nor### [at] t-online de> wrote in
news:web.3da30c70e8b125269c5824bd0@news.povray.org:
> WOW!
>
> Very suggestive. After 5 minutes looking at the colors and following
> the curves, I feel hypnotized.
> Good work!
If the imbedded message got impregnated into your brain, I shall soon
rule the world
:)
--
(MIKA) Marc Champagne
marcch.AT.videotron.DOT.ca
Montreal, CANADA
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>Wow. I'm going to put this to immediate use.
Great compliment for me, thanks.
>You're going to win the IRTC, right ? Too bad we can't place bets :-)
Norbert
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Norbert Kern wrote:
>
> Of course we all learn from each other. By example I love your pinnacle
> texture from "chess".
> The use of the slope dependent texture in the skin definition is really
> I by myself am testing the use in plant textures. I hope to solve the
> double_illumination problem you mentioned some months ago, where you used
> media instead of double_illuminate in a leaf material of your phantastic
> pond image. Up to now I have a simple meadow as an test. Grass and flowers
> have all slope dependent pigment definitions.
I'm not sure if i understand this right, you use a slope pattern in
direction of the main light to texture the side facing the light with some
normal plant texture and the other side with an ambient finish to simulate
the light scattered?
Your scene, although being impressive by the sheer amount of plants, seems
to lack the contrast in the colors you usually would expect for a view
against the light.
A scene showing this quite well is:
http://marc.jacquier.free.fr/pen_ar_bed_herb.htm
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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