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2 Aug 2024 02:28:39 EDT (-0400)
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From: Kirk Andrews
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 11:10:00
Message: <web.47bda203d1c20822af0d79570@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
> news:47bd52c9@news.povray.org...

> >> The stone texture is now a complex layering of Jim Charter's
> >> StainedStones macro, Meothuru's corrosion texture, and my own lichen
> >> texture. Forget - for the time being - the need for better radiosity
> >> settings and a finer aa. All in due time.
> >
> >   Then I think it looks promising... with better radiosity and aa it
> > surely will look impressive. The texture looks right, perhaps each block
> > needs it's own "gradient y" dirty layer on top. Also, have you tried a
> > much lower point of view?
>
> the blocks have this gradient (Jim's macro) but it is now somewhat obscured
> by Meothuru's texture (although that one is semi transparant) I shall see
> what I can do.
>

Looking good! I think this texture is a great improvement!

Actually, I would use a slope pigment shifted somewhere between y and x (or
both) so that it appears that dirt has accumulated on top and in the flutes in
the direction wind has blown it.

Also, I really think you need to use some isosurfaces to difference out broken
chunks of your columns.  I think that would add a lot of realism to the scene.

And, just a personal opinion, but I feel like the flutes are a bit too deep.
What would it look like if the flutes were shallower but wider?

-- Kirk


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From: Kirk Andrews
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 11:15:01
Message: <web.47bda2d0d1c20822af0d79570@news.povray.org>
.... and since there are blocks missing in places, maybe put column blocks on
their side at the ground next to the columns?


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From: Warp
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 16:48:52
Message: <47bdf1c4@news.povray.org>
The texture is starting to look a bit better.

  Now what you need is some erosion on those stones. Either with a
normal, surface variation, or both...


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From: Jim Charter
Subject: Re: Ruined Place - WIP 4
Date: 21 Feb 2008 21:27:07
Message: <47be32fb@news.povray.org>
Hi Thomas, glad to see you are back on this.  I couldn't resist playing 
around a bit because I thought the antique ruins an interesting subject 
and also I wanted to throw one more idea into your toolkit.
I wanted to play with a method for applying texture which would vary 
with the surface.  As you know, one of the usual ways used is the slope 
pattern, another is to use methods that share the same pattern for both 
distorting a surface (either perturbing the normals or actual 
isosurface), and texturing the surface.  Another method I wanted to try 
was to use the average of a number of object patterns based on the 
object being textured.  Here I used a cylinder of diameter less than 
that of the column and averaged a number of scale changes to create some 
grunge in the column flutes.  I used your lichen pattern for the grunge 
just because it was handy.  I hope this wasn't too presumptuous on my part.

-Jim


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:50:31
Message: <47be8cd7$1@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.47bda203d1c20822af0d79570@news.povray.org...
>
> Looking good! I think this texture is a great improvement!

Thank you, Kirk. Yes, getting there slowly. I am a slow worker and you guys 
are already way ahead of me in giving suggestions for improvements :-)

>
> Actually, I would use a slope pigment shifted somewhere between y and x 
> (or
> both) so that it appears that dirt has accumulated on top and in the 
> flutes in
> the direction wind has blown it.

Yes, that is an excellent idea and one that I should combine with Jim's.

>
> Also, I really think you need to use some isosurfaces to difference out 
> broken
> chunks of your columns.  I think that would add a lot of realism to the 
> scene.

I am not sure. That would be one direction this scene could take. My present 
option is more a place that has been cleaned up to be used for something 
else. Which does not opt out the chunks and such of course. Only, I have not 
yet reached that stage in my visualization of the scene :-)

>
> And, just a personal opinion, but I feel like the flutes are a bit too 
> deep.
> What would it look like if the flutes were shallower but wider?

There are all kind of flutes indeed. I used here the classical feature (also 
in numbers) for the Ionian columns. I still have on my ToDo list a number of 
different columns.


Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:51:15
Message: <47be8d03@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.47bda2d0d1c20822af0d79570@news.povray.org...
> .... and since there are blocks missing in places, maybe put column blocks 
> on
> their side at the ground next to the columns?
>

That is something I am still pondering :-)

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 03:56:44
Message: <47be8e4c$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schreef in bericht 
news:47bdf1c4@news.povray.org...
>  The texture is starting to look a bit better.

Thanks, Warp, indeed it is. Still a lot to do...

>
>  Now what you need is some erosion on those stones. Either with a
> normal, surface variation, or both...

I am thinking at least about surface variations, either as isosurfaces 
(Kirk's suggestion) or as some different building blocks to be selected 
randomly. As the column segments are already rotated and shifted randomly 
that would be easy to include using an array.

Thomas


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 04:07:52
Message: <47be90e8$1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> schreef in bericht 
news:47be32fb@news.povray.org...
> Hi Thomas, glad to see you are back on this.  I couldn't resist playing
> around a bit because I thought the antique ruins an interesting subject
> and also I wanted to throw one more idea into your toolkit.
> I wanted to play with a method for applying texture which would vary
> with the surface.  As you know, one of the usual ways used is the slope
> pattern, another is to use methods that share the same pattern for both
> distorting a surface (either perturbing the normals or actual
> isosurface), and texturing the surface.  Another method I wanted to try
> was to use the average of a number of object patterns based on the
> object being textured.  Here I used a cylinder of diameter less than
> that of the column and averaged a number of scale changes to create some
> grunge in the column flutes.  I used your lichen pattern for the grunge
> just because it was handy.  I hope this wasn't too presumptuous on my 
> part.
>

This is looking very good Jim! Especially the grunge which is a natural 
feature you will see often in flutes. I see a weekend of experimentation 
before me to get familiar with your's and Kirk's techniques. Especially the 
cylindrical pattern looks interesting to me.

Thanks for thinking along with me! :-)

Thomas


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From: Jim Charter
Subject: Re: Ruined Place - WIP 4
Date: 22 Feb 2008 10:53:10
Message: <47beefe6$1@news.povray.org>
Thomas de Groot wrote:

> Thanks for thinking along with me! :-)
> 
Cool.

I see that you are right, in this case the 'cylindrical' pattern
can probably be used to do the same thing.

What I actually used and wanted to point out to you was the 'object'
pattern, within which I used a cylinder shape.

Anyway here is the code abbreviated.  There still may be ways in
which the approach gives more control.



//define the 'object' pattern
//here it is a cylinder, often I
//the object I am texturing itself
#local Pigment_Object =
pigment {
   average
   pigment_map {
   #local I=0;#while(I<30)
     [1
       object {
         cylinder {-.45*y,
		.45*y,
		.80 		//a little smaller
                         	//than the Column_Barrel

           scale x*.9    	//skew it a bit

           scale 1+.3*rand(S)    //randomize through the
                                 //iterations
         }
         pigment { rgb 0 }  //outside
         pigment { rgb 1 }  //inside
       }
     ]
   #local I=I+1;#end
   }
   turbulence .1
};


#local Grunge =
texture {
   pigment {
     pigment_pattern { Pigment_Object }
     pigment_map {
       [0 rgbt 1]
       [1 P_Lichen]
     }
   }
};

//stack up some Column_Barrels
#local A=0;#while(A<5)

   object{
     Column_Barrel

     texture{T_Marble translate y*rand(S)}

     //take advantage of the transparent areas of the
     //texture to layer some random translations
     #local I=0;#while(I<15)
       texture{
         Grunge
         translate y*(1-2*rand(S))
       }
     #local I=I+1;#end

     rotate y*rand(S) //one degree random rotation
     rotate y*(int(rand(S)*2)*24) //two flutes of
                                  //random rotation

   }

#local A=A+1;#end


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From: Thomas de Groot
Subject: Re: Ruined Place - WIP 4
Date: 23 Feb 2008 05:23:06
Message: <47bff40a$1@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.47bda203d1c20822af0d79570@news.povray.org...

> Also, I really think you need to use some isosurfaces to difference out 
> broken
> chunks of your columns.  I think that would add a lot of realism to the 
> scene.
>

As a first possibility, I have explored the use of isosurfaces for the whole 
column segment. As can be expected, for rendering a whole field of columns 
this way, render time is going to be preposterously long, even although the 
segments look good. Try this code and play with the max_gradient as you need 
to increase that to obtain smooth results:

//start code
#declare f_cyl = function {pow(x,2) + pow(y,2) + pow(z,2) - 1}
#declare f_flute = function {f_cyl(x*10-10, 0, z*10)}
// a square hole on top and bottom of the column segment:
#declare f_hole = function {max((y*y-1),(x*x-1),(z*z-1)) }

#declare f_rough = function{f_wrinkles(x*.4, y*.4, z*.4)}

#declare Angle = 15;
#declare Flutes = 0;

isosurface {
function {max(f_cyl(x, 0, z),
              -f_hole(y,x*8,z*8),
              -f_hole(y-10,x*8,z*8)
              #if (Flutes)
              ,
              -f_flute(x, 0, z),
              #while (Angle<345)
                -f_flute(x*cos(radians(Angle)) - z*sin(radians(Angle)), 0, 
x*sin(radians(Angle)) + z*cos(radians(Angle))),
                #local Angle = Angle+15;
              #end //of Angle
              #local Angle = Angle+15;
              -f_flute(x*cos(radians(Angle)) - z*sin(radians(Angle)), 0, 
x*sin(radians(Angle)) + z*cos(radians(Angle)))
              #end //of flutes
          )
          + f_rough(x, y, z)*0.3
         }
  max_gradient 10.0
  contained_by {box {<-1, 0, -1>, < 1, 1, 1>}}
  accuracy 1e-3
  rotate <0,0,0>
}
//end code

Thomas


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