POV-Ray : Newsgroups : povray.binaries.images : Locked door [76K] Server Time
14 Oct 2026 16:54:21 EDT (-0400)
  Locked door [76K] (Message 1 to 19 of 19)  
From: Jaime Vives Piqueres
Subject: Locked door [76K]
Date: 31 Jan 2005 13:10:48
Message: <41fe74a8@news.povray.org>
To relax a bit after the POVCOMP deadline stress, I've done a quick
test scene to see how easy/difficult is to work "a la professional" with
photographic textures. The modeling was done on Wings, except for the
wood isosurfaces, and the textures come from www.mayang.com. As it
turned too easy to just map the image textures, but also a bit faked, I
expend some time "proceduralizing" them.

    At the end, as it was expected being a POV-Ray user, I get a feel of
"that's just too quick", but I must admit that I like the results.

--
Jaime


Post a reply to this message


Attachments:
Download 'pestillo-6pp.jpg' (75 KB)

Preview of image 'pestillo-6pp.jpg'
pestillo-6pp.jpg


 

From: scott
Subject: Re: Locked door [76K]
Date: 31 Jan 2005 13:21:53
Message: <41fe7741$1@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:41fe74a8@news.povray.org
>    To relax a bit after the POVCOMP deadline stress, I've done a
> quick test scene to see how easy/difficult is to work "a la
> professional" with photographic textures. The modeling was done on
> Wings, except for the wood isosurfaces, and the textures come from
> www.mayang.com. As it turned too easy to just map the image
> textures, but also a bit faked, I expend some time
> "proceduralizing" them.
>
>    At the end, as it was expected being a POV-Ray user, I get a
> feel of "that's just too quick", but I must admit that I like the
> results.

The hole where the key goes in looks a little funny.  It seems as if the 
metal is infinitely thin for some reason, or like someone has painted on a 
black key-hole shape.  Maybe if the edges were rounded so you could see a 
little tiny bit inside the hole it would add to the realism.


Post a reply to this message

From: Shay
Subject: Re: Locked door [76K]
Date: 31 Jan 2005 16:42:50
Message: <41fea65a$1@news.povray.org>
Jaime Vives Piqueres wrote:
> 
> As it ... I expend some time "proceduralizing" them.

Here's the best part, and you just glossed over it. Share more about how 
you "proceduraliz[ed]" the photos.

> At the end, as it was expected being a POV-Ray user, I get a feel of
> "that's just too quick", but I must admit that I like the results.

photo reel.

  -Shay


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [76K]
Date: 1 Feb 2005 03:28:41
Message: <41ff3db9$1@news.povray.org>
scott wrote:
> The hole where the key goes in looks a little funny.  It seems as if the 
> metal is infinitely thin for some reason, or like someone has painted on a 
> black key-hole shape.  Maybe if the edges were rounded so you could see a 
> little tiny bit inside the hole it would add to the realism.

   You got me: the hole was poorly done, and was a simple extrusion to 
the inside. I will try with Wings "intrude", and also making rounded 
edges as you suggested, thanks!

--
Jaime


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [76K]
Date: 1 Feb 2005 04:10:30
Message: <41ff4786@news.povray.org>
Shay wrote:
>> As it ... I expend some time "proceduralizing" them.
> 
> Here's the best part, and you just glossed over it. Share more about how 
> you "proceduraliz[ed]" the photos.

   Sorry, I was to explain it on the first post, but when I was 
finishing the first paragraph I had to leave the house... damn 
customers! Anyhow, here is the pending explanation:

   In the case of the rusted metal, I made two textures from it, one 
with a bit of specular and other with reflection, using the same image 
also for the bump_map pattern.

   Then I used a grayscale version of the image (using a function and 
".gray") to act as pattern for a texture_map, which blends together both 
finishes (that's a sort of "finish_map"). The pattern uses a scaled 
turbulence (<.01,.01,1>) to hide a bit the planar mapping on the base 
textures. I made two versions of this texture_map: for the most polished 
parts I used a smooth map, while for the rusty parts the map changes 
more abruptly and exposes only a little the reflecting texture.

   And for the wood I simply used "filter all .9" on the image_map, 
placing another layer bellow with a standard wood texture. This allows 
to change the overall tone of the wood, maintaining the look of the 
photographic texture. I later applied this also to the metal texture, so 
I can change the coloring of the metal too (copper, bronze, iron, 
etc...). I'm thinking now it would be nice to do a "Proceduralize()" 
macro...

> photo reel.

   Thanks, that's what I was trying to test: how easy it is to achieve 
photorealism by using photographic textures.

--
Jaime


Post a reply to this message

From: Thomas Lake
Subject: Re: Locked door [76K]
Date: 1 Feb 2005 04:49:44
Message: <41ff50b8$1@news.povray.org>
Jaime Vives Piqueres wrote:
> 
>    To relax a bit after the POVCOMP deadline stress, I've done a quick
> test scene to see how easy/difficult is to work "a la professional" with
> photographic textures. The modeling was done on Wings, except for the
> wood isosurfaces, and the textures come from www.mayang.com. As it
> turned too easy to just map the image textures, but also a bit faked, I
> expend some time "proceduralizing" them.
> 
>    At the end, as it was expected being a POV-Ray user, I get a feel of
> "that's just too quick", but I must admit that I like the results.
> 
> -- 
> Jaime

Very nice work on the door and latch. Certain parts still look too 
"procedural" though, like the lock and the corners of the latch "pad" 
where you can see some rough tessellation. You know this would probably 
look really good if you backed the camera off just a bit.


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [update:81K]
Date: 1 Feb 2005 14:42:17
Message: <41ffdb99$1@news.povray.org>
Thomas Lake wrote:
> Very nice work on the door and latch. Certain parts still look too 
> "procedural" though, like the lock and the corners of the latch "pad" 
> where you can see some rough tessellation. 

    Yep... but it's easy to solve with Wings3d: just select the
offending faces and smooth again.

> You know this would probably 
> look really good if you backed the camera off just a bit.

    Totally right, but I didn't think of it. Now that you said it, I
figured it would be nice to show a bit of the wall too. Thanks!

--
Jaime


Post a reply to this message


Attachments:
Download 'pestillo-10.jpg' (80 KB)

Preview of image 'pestillo-10.jpg'
pestillo-10.jpg


 

From: Jim Charter
Subject: Re: Locked door [update:81K]
Date: 1 Feb 2005 18:56:15
Message: <4200171f$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Thomas Lake wrote:
> 
>> Very nice work on the door and latch. Certain parts still look too 
>> "procedural" though, like the lock and the corners of the latch "pad" 
>> where you can see some rough tessellation. 
> 
> 
>    Yep... but it's easy to solve with Wings3d: just select the
> offending faces and smooth again.
> 
>> You know this would probably look really good if you backed the camera 
>> off just a bit.
> 
> 
>    Totally right, but I didn't think of it. Now that you said it, I
> figured it would be nice to show a bit of the wall too. Thanks!
> 
> -- 
> Jaime
> 
> 
> ------------------------------------------------------------------------
> 
Really nice Jaime. I want to say you have a feel for metal, but of 
course, all your textures are superb.  Now, you converted the map to a ( 
pattern? or pigment ? ) function then used in a texture with a texture 
map, but this could have been done equally with the image_map keyword, 
correct?


Post a reply to this message

From: Thomas Lake
Subject: Re: Locked door [update:81K]
Date: 1 Feb 2005 18:57:18
Message: <4200175e$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Thomas Lake wrote:
> 
>> Very nice work on the door and latch. Certain parts still look too 
>> "procedural" though, like the lock and the corners of the latch "pad" 
>> where you can see some rough tessellation. 
> 
> 
>    Yep... but it's easy to solve with Wings3d: just select the
> offending faces and smooth again.
> 
>> You know this would probably look really good if you backed the camera 
>> off just a bit.
> 
> 
>    Totally right, but I didn't think of it. Now that you said it, I
> figured it would be nice to show a bit of the wall too. Thanks!

Much nicer!

As Darren points out though the padlock looks a little off. Perhaps it's 
the fact that it looks too round, almost cartoonish. I know that some 
old padlocks look a bit like this but I think even old ones tend to have 
a flatter face. Here are some examples:

http://www.charleslocksmith.com/Working_Padlocks.htm


Post a reply to this message

From: stm31415
Subject: Re: Locked door [update:81K]
Date: 1 Feb 2005 20:10:00
Message: <web.42002734cdb4c87f8805e4750@news.povray.org>
To me, the problem with the padlock is that it LOOKS empty, devoid of all
fuction, i.e. it has no tumblers inside. I'm not sure why it looks that
way, or what you can do to fix it, but it looks like a hollow tin shell.

I like the image, though. The textures certainly came out nicely, however
you did them.

-S
5TF!


Post a reply to this message

From: Slime
Subject: Re: Locked door [update:81K]
Date: 1 Feb 2005 23:37:07
Message: <420058f3$1@news.povray.org>
Woah. I like =)

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


Post a reply to this message

From: Fernando G  del Cueto
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 01:24:17
Message: <42007211$1@news.povray.org>
Much nicer :)

Like always, you leave me very impressed with your work.

Bon trava! Anem Jaime!

Fernando

Jaime Vives Piqueres wrote:
> Thomas Lake wrote:
> 
>> Very nice work on the door and latch. Certain parts still look too 
>> "procedural" though, like the lock and the corners of the latch "pad" 
>> where you can see some rough tessellation. 
> 
> 
>    Yep... but it's easy to solve with Wings3d: just select the
> offending faces and smooth again.
> 
>> You know this would probably look really good if you backed the camera 
>> off just a bit.
> 
> 
>    Totally right, but I didn't think of it. Now that you said it, I
> figured it would be nice to show a bit of the wall too. Thanks!
> 
> -- 
> Jaime
> 
> 
> ------------------------------------------------------------------------
>


Post a reply to this message

From: Paolo Gibellini
Subject: Re: Locked door [76K]
Date: 2 Feb 2005 04:04:15
Message: <4200978f$1@news.povray.org>
Incredible way to relax!
I prefer the lighting of the first image. It remember me a winter day.
;-)
Paolo


Post a reply to this message

From: Alain
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 09:06:14
Message: <4200de56@news.povray.org>
stm31415 nous apporta ses lumieres en ce 2005-02-01 20:04:
> To me, the problem with the padlock is that it LOOKS empty, devoid of all
> fuction, i.e. it has no tumblers inside. I'm not sure why it looks that
> way, or what you can do to fix it, but it looks like a hollow tin shell.
> 
> I like the image, though. The textures certainly came out nicely, however
> you did them.
> 
> -S
> 5TF!
> 
On that kind of lock, the tumblers are at the top, at the oposite of the square part
of the keyhole.

Alain


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 13:37:52
Message: <42011e00$1@news.povray.org>
Jim Charter wrote:
> Now, you converted the map to a ( 
> pattern? or pigment ? ) function then used in a texture with a texture 
> map, but this could have been done equally with the image_map keyword, 
> correct?

   Hmmm... I don't know if I'm understanding correctly. I've done:

   #declare f_im=function{pigment{image_map ... }}
   texture{
    function{f_im(x,y,z).gray}
    texture_map{
     [0 t_metal1]
     [1 t_metal2]
    }
   }

   were t_metal1 and t_metal2 also use the same file for the image_map. 
So I used both a function and the image_map keyword...

--
Jaime


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 13:41:04
Message: <42011ec0@news.povray.org>
Thomas Lake wrote:
> As Darren points out though the padlock looks a little off. Perhaps it's 
> the fact that it looks too round, almost cartoonish. I know that some 
> old padlocks look a bit like this but I think even old ones tend to have 
> a flatter face. Here are some examples:
> 
> http://www.charleslocksmith.com/Working_Padlocks.htm

   Thanks! I should use any of these as reference. I've done the padlock 
with Wings in some minutes... I only wanted something quick to test the 
texturing technique.

--
Jaime


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 13:43:05
Message: <42011f39@news.povray.org>
stm31415 wrote:
> To me, the problem with the padlock is that it LOOKS empty, devoid of all
> fuction, i.e. it has no tumblers inside. I'm not sure why it looks that
> way, or what you can do to fix it, but it looks like a hollow tin shell.

   Perhaps because it is just what you described... :) But I don't have 
any idea of what a padlock has inside... :(

--
Jaime


Post a reply to this message

From: Jim Charter
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 14:15:53
Message: <420126e9$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Jim Charter wrote:
> 
>> Now, you converted the map to a ( pattern? or pigment ? ) function 
>> then used in a texture with a texture map, but this could have been 
>> done equally with the image_map keyword, correct?
> 
> 
>   Hmmm... I don't know if I'm understanding correctly. I've done:
> 
>   #declare f_im=function{pigment{image_map ... }}
>   texture{
>    function{f_im(x,y,z).gray}
>    texture_map{
>     [0 t_metal1]
>     [1 t_metal2]
>    }
>   }
> 
>   were t_metal1 and t_metal2 also use the same file for the image_map. 
> So I used both a function and the image_map keyword...
> 
Sorreeeeee!  My mistake, I meant to say "image_pattern"

#declare T_Shiny = texture{...finish { Shiny } };
#declare T_Dull = texture{...finish {Dull} };

#declare T_Finish =
texture {
    image_pattern { jpeg "..." }
    texture_map {
      [0 T_Dull ]
      [1 T_Shiny ]
    }
}

But I think I answered my own question.  I suspect they would get 
similar results.


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: Locked door [update:81K]
Date: 2 Feb 2005 14:57:53
Message: <420130c1$1@news.povray.org>
Jim Charter wrote:
> Sorreeeeee!  My mistake, I meant to say "image_pattern"

   Ah! Yes, I always forgot about image_pattern...

> #declare T_Finish =
> texture {
>    image_pattern { jpeg "..." }
>    texture_map {
>      [0 T_Dull ]
>      [1 T_Shiny ]
>    }
> }
> 
> But I think I answered my own question.  I suspect they would get 
> similar results.

   I should test... perhaps one of them is faster.

--
Jaime


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.