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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
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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
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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
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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](/povray.binaries.images/attachment/%3C47e5e7b9%40news.povray.org%3E/crackle%20flagstone%20floor%20without%20gimp.jpg?preview=1)
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"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
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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
>
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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] gmail com -- wtr### [at] calpoly edu
"Once again, the world is saved by the inscrutible machinations of
contract law."
-- Ubersoft.net
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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
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