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Progressing onwards I guess...
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. I show here the png version to minimize compression artifacts.
Sorry for the larger file.
I added a height_field with a sand ripple texture. The bad thing is that the
sand does not react whatsoever with obstacles like the columns. That is
simply not good enough although the idea itself is sound. So, I shall have
to think about a way to simulate that...
Thomas
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> 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?
> I added a height_field with a sand ripple texture. The bad thing is that the
> sand does not react whatsoever with obstacles like the columns. That is
> simply not good enough although the idea itself is sound. So, I shall have
> to think about a way to simulate that...
Perhaps you can remake this heightfield with a top orthographic view of
the current scene, using something in place of each column to simulate the
accumulated sand around. This "something" can be perhaps another heighfield
with an "island-like" shape, randomly rotated for each column... so you
would get a heighfield with a peak in place of each column. I hope my
explanation is understandable...
--
Jaime
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"Jaime Vives Piqueres" <jai### [at] ignorancia org> 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.
>
>> I added a height_field with a sand ripple texture. The bad thing is that
>> the sand does not react whatsoever with obstacles like the columns. That
>> is simply not good enough although the idea itself is sound. So, I shall
>> have to think about a way to simulate that...
>
> Perhaps you can remake this heightfield with a top orthographic view of
> the current scene, using something in place of each column to simulate the
> accumulated sand around. This "something" can be perhaps another
> heighfield with an "island-like" shape, randomly rotated for each
> column... so you would get a heighfield with a peak in place of each
> column. I hope my explanation is understandable...
>
Perfectly clear Jaime! I have in fact been thinking exactly in that
direction and it is something I want to experiment with.
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> "Jaime Vives Piqueres" <jai### [at] ignorancia org> 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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.... 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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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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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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"Kirk Andrews" <kir### [at] tektonart com> 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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"Kirk Andrews" <kir### [at] tektonart com> 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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"Warp" <war### [at] tag povray org> 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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