POV-Ray : Newsgroups : povray.binaries.images : crackle flagstone floor question Server Time
2 Aug 2024 00:19:38 EDT (-0400)
  crackle flagstone floor question (Message 11 to 17 of 17)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Charles C
Subject: Re: crackle flagstone floor question
Date: 22 Mar 2008 23:12:10
Message: <47e5d89a@news.povray.org>
Edouard Poor wrote:
> Looks great!
Thanks!

> I may be misunderstanding what you are trying to do, but can you use the 
> "solid" keyword with the crackle pattern? That sets each crackle to be a 
> solid colour chosen from random from the colour map.

That's exactly what I needed.  I've been able to get pretty similar 
results without having to resort to image-editing!  I'm still tweaking 
though.
Charles


Post a reply to this message

From: Charles C
Subject: Re: crackle flagstone floor question
Date: 22 Mar 2008 23:23:02
Message: <47e5db26@news.povray.org>
Tek wrote:

> Looks good to me! I think the wrinkle looks just right, nice and subtle. I 
> think the edges look a bit odd, I'd expect them to be more vertical in 
> places (obviously awkward in a height_field).

 From the work I've seen of yours, that's something.  :)  Yeah, the 
insides of the cracks seem a bit 'round' to me.  I can narrow the cracks 
and I noticed that the amount of turbulence seems to have a pretty big 
affect on the size of the rubbley areas.  But I kinda like having 
rubbley areas...   I'll try your code to see what it looks like 
(Thanks!), although I do generally like to write my own.  I've been 
playing with 'form' some today which seems to be a quicker way of 
shaping the stones than what I'd been doing before with more pigment_map 
entries.

Charles


Post a reply to this message

From: Charles C
Subject: Re: crackle flagstone floor question
Date: 23 Mar 2008 00:16:41
Message: <47e5e7b9@news.povray.org>
It's a little darker, but now it's pure POV albeit still using two 
images to avoid re-generate it each time.  Thanks again everyone.
Charles


Post a reply to this message


Attachments:
Download 'crackle flagstone floor without gimp.jpg' (171 KB)

Preview of image 'crackle flagstone floor without gimp.jpg'
crackle flagstone floor without gimp.jpg


 

From: Tek
Subject: Re: crackle flagstone floor question
Date: 23 Mar 2008 04:49:21
Message: <47e627a1$1@news.povray.org>
"Charles C" <"nospam a nospam.com"> wrote in message 
news:47e5db26@news.povray.org...
>
> I'll try your code to see what it looks like (Thanks!), although I do 
> generally like to write my own.

Good for you! I was just writing that 'cause I felt I could explain more 
clearly in code :)

>  I've been playing with 'form' some today which seems to be a quicker way 
> of shaping the stones than what I'd been doing before with more 
> pigment_map entries.

metric is also fun to play with. High values like metric 100 give  more 
organized patterns, not suitable for flagstones but useful for other stuff.

-- 
Tek
http://evilsuperbrain.com


Post a reply to this message

From: Tek
Subject: Re: crackle flagstone floor question
Date: 23 Mar 2008 04:52:17
Message: <47e62851$1@news.povray.org>
Nice work, it looks practically identical!

-- 
Tek
http://evilsuperbrain.com

"Charles C" <"nospam a nospam.com"> wrote in message 
news:47e5e7b9@news.povray.org...
> It's a little darker, but now it's pure POV albeit still using two
> images to avoid re-generate it each time.  Thanks again everyone.
> Charles
>


Post a reply to this message

From: William Tracy
Subject: Re: crackle flagstone floor question
Date: 23 Mar 2008 16:03:07
Message: <47e6c58b$1@news.povray.org>
Charles C wrote:
> After actually trying it though, on this particular machine it's taking 
> longer to re-generate it than it is to load an image so I may end up 
> sticking to images.

I did some experiments a while back with patterns that were around one 
gigabyte when written as a TGA. At that point, doing everything in 
memory was significantly faster. ;-)

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

"Once again, the world is saved by the inscrutible machinations of 
contract law."
     -- Ubersoft.net


Post a reply to this message

From: John VanSickle
Subject: Re: crackle flagstone floor question
Date: 23 Mar 2008 19:36:16
Message: <47e6f780@news.povray.org>
Charles C wrote:
> This is a height_field (multiple actually, tiled, but not tile-able) 
> made from a nine* megapixel .png made of course from an orthogonal view 
> of crackle pattern pigment on a plane.  The pigment used for the 
> height_field is a *different* .png which is basically the original after 
> a few bucket-fills in GIMP with different colors to different 'stones.'
> 
> I could keep-it-in-POV-Ray (no image based height_fields or image_maps) 
> if I knew how to give individual stones different colors using crackle. 
>  Unfortunately it looks like there's a choice between patterns that can 
> give borders to cells, or patterns which can give different colors to 
> different cells.

It's simple:  Use the solid cell pattern as the coloring for the centers 
of the regions in the mortared cell pattern.

pigment { crackle
   pigment_map {
     [.1 rgb .75]
     [.1 crackle solid
       color_map { [0 rgb <.9,.8,.7>][1 rgb <.7,.6,.5>] }
     ]
   }
//  scale, rotate, and transform to taste
}

If you base the height_field off of a pigment instead of an image file, 
then you can use a suitable solid pattern to color the stones.  Then use 
another pigment_based height_field to generate the mortar.

Hope this helps,
John


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

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