POV-Ray : Newsgroups : povray.binaries.images : Worn wood block (119kb jpeg) Server Time
15 Oct 2026 02:50:22 EDT (-0400)
  Worn wood block (119kb jpeg) (Message 1 to 15 of 15)  
From: Samuel Benge
Subject: Worn wood block (119kb jpeg)
Date: 20 Aug 2004 23:58:45
Message: <4126C81A.6060907@hotmail.com>
Hello everyone! Thought I might as well post this one....

It's a wooden block made from six intersecting height_fields. The 
texture  uses a proximity pattern derived from an averaged, randomly 
translated object pigment of the same wood block. The proximity pattern 
is like a blurred version of the object in 3d space; it can be used to 
make physical edges appear chipped and scuffed through texture_mapping.

Questions and comments are always welcome~

-Sam


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From: Slime
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 02:59:57
Message: <4126f2ed@news.povray.org>
> It's a wooden block made from six intersecting height_fields. The
> texture  uses a proximity pattern derived from an averaged, randomly
> translated object pigment of the same wood block. The proximity pattern
> is like a blurred version of the object in 3d space; it can be used to
> make physical edges appear chipped and scuffed through texture_mapping.


That's really awesome. I'm not sure I understand the proximity pattern bit.
Did you take an object pattern and then distort it with noise, and then use
a texture map based on that?

 - Slime
 [ http://www.slimeland.com/ ]


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From: Skip Talbot
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 03:22:15
Message: <4126f827@news.povray.org>
Brilliant!  After consulting the docs and rereading your post a few times...
I think I can grasp the concepts here.  Please do elaborate for us or post
the source.  The object pigment is being distorted and blurred and then
applied to the original shape to produce the affect right?  Its not the
height_field input itself being blurred and translated.  This should work on
meshes too, as long as they are solid/closed, right?

Skip


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From: Hugo Asm
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 08:01:41
Message: <412739a5$1@news.povray.org>
> Hello everyone! Thought I might as well post this one....

Yes, please post these.  :-)   My only suggestion on how to beautify this
image, would be to increase the camera "angle" because it almost looks
orthographic...

Regards,
Hugo


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From: George Pantazopoulos
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 10:38:33
Message: <41275e69$1@news.povray.org>
Samuel Benge wrote:
> Hello everyone! Thought I might as well post this one....
> 
> It's a wooden block made from six intersecting height_fields. The 
> texture  uses a proximity pattern derived from an averaged, randomly 
> translated object pigment of the same wood block. The proximity pattern 
> is like a blurred version of the object in 3d space; it can be used to 
> make physical edges appear chipped and scuffed through texture_mapping.
> 
> Questions and comments are always welcome~
> 
> -Sam
> 
> ------------------------------------------------------------------------
> 

Wow! This is awesome :)


-- 
-------------------------
George Pantazopoulos
http://www.gammaburst.net


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From: Darren New
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 14:17:23
Message: <412791b3$1@news.povray.org>
Awesome. :-)


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:35:56
Message: <4127B209.4020105@hotmail.com>
Skip Talbot wrote:

> Brilliant! 


Thanks!

> After consulting the docs and rereading your post a few times...
> I think I can grasp the concepts here.  Please do elaborate for us or post
> the source. 


I think a source posting is in order here.... I need to make a simpler 
example that will work as a spring board for ideas.

> The object pigment is being distorted and blurred and then
> applied to the original shape to produce the affect right? 


The object pattern is blurred by averaging it with a pigment_map. Each 
copy of the pigment is translated randomly. No distortion is performed, 
but can be if needed. The resulting 3d texture can then be placed inside 
a pigment_pattern{} block whenever I need it (typically pigment, normal 
and texture staments).

 > Its not the height_field input itself being blurred and translated.

Nope.

> This should work on
> meshes too, as long as they are solid/closed, right?
> 
> Skip


It works with *any* object you can declare.

-Sam


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:36:59
Message: <4127B24A.2010903@hotmail.com>
Slime wrote:

> That's really awesome.


Thank you.

> I'm not sure I understand the proximity pattern bit.
> Did you take an object pattern and then distort it with noise, and then use
> a texture map based on that?
> 

Sort of.... see my reply to Skip.

-Sam


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:38:01
Message: <4127B287.5050400@hotmail.com>
Hugo Asm wrote:

>>Hello everyone! Thought I might as well post this one....
>>
> 
> Yes, please post these.  :-)   My only suggestion on how to beautify this
> image, would be to increase the camera "angle" because it almost looks
> orthographic...
> 

I realized this... Sometimes the numbers can be a little touchy :)

-Sam


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:38:23
Message: <4127B29E.6060706@hotmail.com>
George Pantazopoulos wrote:

> Samuel Benge wrote:
<snip>>>
> 
> Wow! This is awesome :)


Thanks ;)

-Sam


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 16:38:33
Message: <4127B2A7.7080100@hotmail.com>
Darren New wrote:

> Awesome. :-)

:)


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From: Fernando G  del Cueto
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 22:16:19
Message: <412801f3$1@news.povray.org>
Very interesting! Even the ground looks nice :)

Congrats,

Fernando


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 21 Aug 2004 23:57:24
Message: <41281982.9080806@hotmail.com>
Fernando G. del Cueto wrote:

> Very interesting! Even the ground looks nice :)
> 
> Congrats,
> 
> Fernando

Thanks Fernando! The ground simply has a granite pigment and normal with 
a few modifiers added.

-Sam


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From: Jim Charter
Subject: Re: Worn wood block (119kb jpeg)
Date: 22 Aug 2004 11:39:06
Message: <4128be1a$1@news.povray.org>
Samuel Benge wrote:

> Hello everyone! Thought I might as well post this one....
> 
> It's a wooden block made from six intersecting height_fields. The 
> texture  uses a proximity pattern derived from an averaged, randomly 
> translated object pigment of the same wood block. The proximity pattern 
> is like a blurred version of the object in 3d space; it can be used to 
> make physical edges appear chipped and scuffed through texture_mapping.
> 
> Questions and comments are always welcome~
> 
> -Sam
> 
> ------------------------------------------------------------------------
> 
Gawd I just got throught clapping my hands for Slime.  My arms are 
getting tired.  That is an impressive effect and not the first time 
you've taken and unexpected approach.  I have been trying to get similar 
effects myself on my carving models.


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From: Samuel Benge
Subject: Re: Worn wood block (119kb jpeg)
Date: 22 Aug 2004 12:26:23
Message: <4128C90B.1020406@hotmail.com>
Jim Charter wrote:

> Gawd I just got throught clapping my hands for Slime.  My arms are 
> getting tired.  That is an impressive effect and not the first time 
> you've taken and unexpected approach.  I have been trying to get similar 
> effects myself on my carving models.

Thanks... I've got more coming. I might release some code today. I found 
a very unfortunate feature while testing this code last night: the more 
objects the feature uses, the slower everything becomes. I didn't expect 
it to get as slow as it does... I guess using Round_Box_Union from 
shapes.inc is out of the question for now....

-Sam


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