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thanks all for their comments, helped me a lot.
following the suggstions you made, here a quick update.
- added an additional cosine function to make the stones more pillow-like
- removed the normal statement which added extra roughness (looks now cleaner)
- randomly changing color_map which boosts reality effect
- adjusted the rigged_mf function to fit better with the reference pictures
- raised specular level and lowered roughness value to support the polished look
still not happy with the base texture, ...
... more suggestions ? (PLEASE...)
... dave
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Download 'cobblestone_test3.jpg' (128 KB)
Preview of image 'cobblestone_test3.jpg'
![cobblestone_test3.jpg](/povray.binaries.images/attachment/%3C440d557f%40news.povray.org%3E/cobblestone_test3.jpg?ttop=441697&toff=4550&preview=1)
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David El Tom <dav### [at] t-online de> wrote:
> thanks all for their comments, helped me a lot.
>
> following the suggstions you made, here a quick update.
>
> - added an additional cosine function to make the stones more pillow-like
> - removed the normal statement which added extra roughness (looks now cleaner)
> - randomly changing color_map which boosts reality effect
> - adjusted the rigged_mf function to fit better with the reference pictures
> - raised specular level and lowered roughness value to support the polished look
>
>
> still not happy with the base texture, ...
>
> ... more suggestions ? (PLEASE...)
>
> ... dave
Looking much better. Perhaps they could be a little shinier on the top
(wearing surface) , you might want to try texture mapping with the slope
pattern to achieve this. Add a bit of random displacement, plus (similar
to the other scene someone else posted) an overall area displacement to
simulate settlement. (as an additional comment you might try, cobblestones
look especially cobblestoney when wet)
-tgq
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Trevor G Quayle wrote:
>
> Looking much better. Perhaps they could be a little shinier on the top
> (wearing surface) , you might want to try texture mapping with the slope
> pattern to achieve this. Add a bit of random displacement, plus (similar
> to the other scene someone else posted) an overall area displacement to
> simulate settlement. (as an additional comment you might try, cobblestones
> look especially cobblestoney when wet)
>
>
> -tgq
thanks...
slope map ..., mmh ..., rough look on side polished on top; I'll give it a try.
Still working on the macro which produces the single stones. The placement macro
just add a little random rotation to the individual stones; displacement not
implemented yet, but is already on the todo-list.
I'm didn't made my mind up right now, how to implement a good looking "wet
look", with standing water between the stones and inside the ditches on top of
the stones.
... dave
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Wow! Those are really shaping up nicely. Time to add some dirt and dust?
DLM
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Yep, wow is the word. Superb improvement. Looks very realistic, (in a town
without dust). Lets just hope no bad people show up and start throwing
those stones, thereby ruining the scene(!)
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Definitely changing in the right direction! :-)
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Orchid XP v2 wrote:
> Definitely changing in the right direction! :-)
Thanks, ...
watch out for the next step ;-)
just about to post it .... dave
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