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"Jim Holsenback" <jho### [at] hotmailcom> schreef in bericht
news:48d4e73c@news.povray.org...
> Howdy,
>
> I'm working on some objects for a scene that have maker marks or
> decorations. The swan on this jug is from a photograph of an actual jug in
> my shop. I used Gimp to play with the color map. I saved the gif image
> with indexed color map, then I was able to use several transmit statements
> in my image_map statement to isolate the background and image. Before all
> this I had developed a texture_map that has some age marks (dents), but
> when I tried to overlay the swan texture onto the crock texture I ran into
> a problem (can't overlay a texture over a patterned texture). I was
> however able to at least get it this far when I removed the dents portion
> of my texture map. Now my jug looks rather sterile and I'd like to age it
> up a bit. Any ideas on how to do this?
>
It should be possible to do this in a layered texture. See for instance the
following example from one of my textures where I added an image_map as the
uppermost texture layer:
//=====start code====
#declare StoneWall =
texture { // BrickUnderlayer
pigment {
brick
pigment { // Mortar
granite
color_map {
[ 0.0 rgbft <0.3854, 0.3854, 0.3854, 0.0, 0.0> ]
[ 1.0 rgbft <0.593733, 0.593733, 0.593733, 0.0, 0.0> ]
}
}
pigment { // Brick
granite
color_map {
[ 0.0 rgbft <0.291667, 0.0, 0.0, 0.0, 0.0> ]
[ 0.355872 rgbft <0.6979, 0.552067, 0.239567, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 1.0, 0.7604, 0.0, 0.0> ]
}
scale 0.1
}
brick_size <2.0, 0.5, 2.0>
mortar 0.05
warp {
turbulence <0.06, 0.06, 0.06>
octaves 4
}
}
normal {
brick
brick_size <2.0, 0.5, 2.0>
mortar 0.05
bump_size 1.0
warp {
turbulence <0.06, 0.06, 0.06>
octaves 4
}
}
scale 0.3
rotate -90.0 * x
translate <-0.12, 0.15, 0.03>
}
texture { // PlasterCoating
pigment {
crackle solid
pigment_map {
[ 0.0 color rgbt <0.0, 0.0, 0.0, 1.0> ]
[ 0.35 color rgbt <0.0, 0.0, 0.0, 1.0> ]
[ 0.35 granite
color_map {
[ 0.0 rgbft <0.416667, 0.343733, 0.177067, 0.0, 0.0> ]
[ 1.0 rgbft <0.763904, 0.666657, 0.444429, 0.0, 0.0> ]
}
scale 0.1
]
[ 0.65 granite
color_map {
[ 0.0 rgbft <0.416667, 0.343733, 0.177067, 0.0, 0.0> ]
[ 1.0 rgbft <0.763904, 0.666657, 0.444429, 0.0, 0.0> ]
}
scale 0.1
]
[ 0.65 granite
color_map {
[ 0.0 rgbft <0.4479, 0.364567, 0.2604, 0.0, 0.0> ]
[ 1.0 rgbft <0.770224, 0.696692, 0.604776, 0.0, 0.0> ]
}
scale 0.1
]
}
}
normal {
crackle solid
normal_map {
[ 0.0 crackle solid //granite , 0.1
scale 0.1
]
[1.0 crackle solid //granite , 0.1
scale 0.1
]
}
bump_size 1.0
}
scale 0.6
}
texture { // Dirt
pigment {
gradient z
color_map {
[ 0.0 rgbft <0.25, 0.1979, 0.1979, 0.0, 0.7> ]
[ 0.281139 rgbft <0.3229, 0.302067, 0.2604, 0.0, 0.9> ]
[ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 1.0> ]
}
warp {
turbulence <0.4, 0.2, 0.3>
}
}
scale <0.2, 0.1, 5.0>
translate -0.5 * z
}
texture {
pigment {
image_map {
png "plasma3.png"
map_type 1 // 0=planar, 1=spherical, 2=cylindrical, 5=torus
interpolate 2 // 0=none, 1=linear, 2=bilinear, 4=normalized distance
// once // for no repetitive tiling
transmit all 0.7 // N=all or color index # (0...N), V= value
(0.0...1.0)
} // image_map
}
}
sphere {
0.0, 1
texture {StoneWall}
}
//===end code===
If you use a gif as image_map, it should be rather easy to make all colors
have tranmit 1, except for the swan color which would get transmit 0.
Hope this helps.
Thomas
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