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12 Oct 2026 07:23:34 EDT (-0400)
  Chief Architect and POV-Ray (Message 1 to 17 of 17)  
From: Jaime Vives Piqueres
Subject: Chief Architect and POV-Ray
Date: 27 Feb 2009 17:25:54
Message: <49a86872@news.povray.org>
Just an image to illustrate my other post of the same subject at
p.t.tutorials ...more images at the tutorial page:

http://www.ignorancia.org/en/index.php?page=Chief_Architect

Regards,

--
Jaime


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Attachments:
Download 'tutorial4-14-q3b3-2h51m-9m.jpg' (65 KB)

Preview of image 'tutorial4-14-q3b3-2h51m-9m.jpg'
tutorial4-14-q3b3-2h51m-9m.jpg


 

From: Kenneth
Subject: Re: Chief Architect and POV-Ray
Date: 28 Feb 2009 01:45:00
Message: <web.49a8dc2f788f5faff50167bc0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Just an image to illustrate my other post of the same subject at
> p.t.tutorials ...more images at the tutorial page:

Stunningly realistic!  I especially like the 'fur' on the couch--that's an
interesting pigment pattern.

Really nice work, both the lighting and the architecture.

Ken W.


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From: CShake
Subject: Re: Chief Architect and POV-Ray
Date: 28 Feb 2009 15:39:16
Message: <49a9a0f4$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Just an image to illustrate my other post of the same subject at
> p.t.tutorials ...more images at the tutorial page:
> 
> http://www.ignorancia.org/en/index.php?page=Chief_Architect
> 
> Regards,
> 
> -- 
> Jaime
> 
> 
> 
> ------------------------------------------------------------------------
> 
Nice!
To me, the finish on the wood flooring makes it look more like vinyl 
(due to the significant reflection) than wood, but there is a fine line 
between polyurethane coating reflection and plastic looking.

I'm impressed by the molding on the baseboards.

Chris


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From: Jaime Vives Piqueres
Subject: Re: Chief Architect and POV-Ray
Date: 1 Mar 2009 06:48:23
Message: <49aa7607$1@news.povray.org>
Kenneth escribió:
> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>> Just an image to illustrate my other post of the same subject at
>> p.t.tutorials ...more images at the tutorial page:
> 
> Stunningly realistic!  I especially like the 'fur' on the couch--that's an
> interesting pigment pattern.

   I'm sorry, but this is just an image_map preprocessed with The Gimp 
(using the furry filter from Gimpressionist).

> Really nice work, both the lighting and the architecture.

   Thanks, but the architecture is all from Chief Architect, I didn't model 
anything, just tweaked textures and lighting.

--
Jaime


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From: Jaime Vives Piqueres
Subject: Re: Chief Architect and POV-Ray
Date: 1 Mar 2009 06:53:06
Message: <49aa7722@news.povray.org>
CShake escribió:
> Nice!

   Thanks!

> To me, the finish on the wood flooring makes it look more like vinyl (due
> to the significant reflection) than wood, but there is a fine line 
> between polyurethane coating reflection and plastic looking.

   Yes, it looks like a fake wood made out of vinyl... :) Wood reflections
should be more blurry, but I still haven't found a way to mix the wood grain
bumps with the blurred reflections trick.

> I'm impressed by the molding on the baseboards.

   It's all Chief Architect... I did zero modeling there.

--
Jaime


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From: Alain
Subject: Re: Chief Architect and POV-Ray
Date: 1 Mar 2009 17:39:00
Message: <49ab0e84@news.povray.org>
Jaime Vives Piqueres nous illumina en ce 2009-03-01 06:54 -->
> CShake escribió:
>> Nice!
> 
>   Thanks!
> 
>> To me, the finish on the wood flooring makes it look more like vinyl (due
>> to the significant reflection) than wood, but there is a fine line 
>> between polyurethane coating reflection and plastic looking.
> 
>   Yes, it looks like a fake wood made out of vinyl... :) Wood reflections
> should be more blurry, but I still haven't found a way to mix the wood 
> grain
> bumps with the blurred reflections trick.
> 
>> I'm impressed by the molding on the baseboards.
> 
>   It's all Chief Architect... I did zero modeling there.
> 
> -- 
> Jaime
Freshly varnished floor using those ultra-gloss, or the socalled "diamond" 
finish, urethane varnishes can be that shiny.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when quotes about raytracing are making 
sence to you.


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From: clipka
Subject: Re: Chief Architect and POV-Ray
Date: 1 Mar 2009 18:10:01
Message: <web.49ab1566788f5faf2ddf2a340@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> Freshly varnished floor using those ultra-gloss, or the socalled "diamond"
> finish, urethane varnishes can be that shiny.

Seems to be a current craze, all that super-glossy stuff: Flat-panel TV frames,
laptop displays, floor varnish... what's next?

Yuck!


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From: Cousin Ricky
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 02:55:01
Message: <web.49ab8f93788f5faf85de7b680@news.povray.org>
"clipka" <nomail@nomail> wrote:
> Alain <ele### [at] netscapenet> wrote:
> > Freshly varnished floor using those ultra-gloss, or the socalled "diamond"
> > finish, urethane varnishes can be that shiny.
>
> Seems to be a current craze, all that super-glossy stuff: Flat-panel TV frames,
> laptop displays, floor varnish... what's next?

Well... the laptop display on the desk isn't shiny enough; I cannot see the
reflection of the wall, the lamp, or the topmost fruit.  Also, I cannot see
myself reflected in the painting, the wall, the electrical outlet, or the smoke
detector.  C'mon, Jaime, get with the program!


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From: Carlo C 
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 10:50:00
Message: <web.49abffff788f5fafcc3c8ce00@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Just an image to illustrate my other post of the same subject at
> p.t.tutorials ...more images at the tutorial page:
>
> http://www.ignorancia.org/en/index.php?page=Chief_Architect
>
> Regards,
>
> --
> Jaime

Cool!
....and thanks for: http://www.ignorancia.org/en/index.php?page=Bulbs
wow!


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From: nemesis
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 12:35:00
Message: <web.49ac1804788f5faf773c9a3e0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> Alain <ele### [at] netscapenet> wrote:
> > Freshly varnished floor using those ultra-gloss, or the socalled "diamond"
> > finish, urethane varnishes can be that shiny.
>
> Seems to be a current craze, all that super-glossy stuff: Flat-panel TV frames,
> laptop displays, floor varnish... what's next?

The trend began when suddenly all icons in modern desktops turned out hyper
glossy.  My monitor has a label which reads "Piano Polish". :D

well, I don't have much to complain, it's shiny and we all RSOCP lovers should
enjoy it. ;)


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From: clipka
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 13:45:00
Message: <web.49ac28ed788f5faf437a073a0@news.povray.org>
"Carlo C." <nomail@nomail> wrote:
> ....and thanks for: http://www.ignorancia.org/en/index.php?page=Bulbs
> wow!

Oh, yeah! Darn good job. Though I think the relation in brightness between the
glowing wire and the illumination of the table isn't so good - the wire should
be much brighter.


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From: clipka
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 13:55:00
Message: <web.49ac2aff788f5faf437a073a0@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> well, I don't have much to complain, it's shiny and we all RSOCP lovers should
> enjoy it. ;)

I thought most of us had already gone beyond that level ;)


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 14:50:00
Message: <web.49ac3847788f5fafbd47b0730@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
> CShake escribió:
>
> > To me, the finish on the wood flooring makes it look more like vinyl (due
> > to the significant reflection) than wood, but there is a fine line
> > between polyurethane coating reflection and plastic looking.
>
>    Yes, it looks like a fake wood made out of vinyl... :) Wood reflections
> should be more blurry, but I still haven't found a way to mix the wood grain
> bumps with the blurred reflections trick.

That's easy - just use an averaged normal_map

e.g.

#declare bump_mapping =
 normal {
  bump_map {
   png "wood-bump.png"
   interpolate 3
   bump_size 10
  }
  rotate x*90
  scale 100
 }

#declare micro_normals =
  normal {
   bumps 0.5
   scale 0.001
  }

plane {
 <0.0, 1.0, 0.0>, 0.0
 texture {
  pigment { rgb 0.3 }
  finish { reflection 0.8 conserve_energy }
  normal {
   average
   normal_map {
    [ 1 bump_mapping ]
    [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]
   }
  }
 }
}

Cheers,
Edouard.


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 15:10:00
Message: <web.49ac3c67788f5fafbd47b0730@news.povray.org>
>     [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]

Opps- ignore that translate statement (it was from the looped version for adding
lots of averaged micronormals).


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From: Jaime Vives Piqueres
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 16:51:01
Message: <49ac54c5$1@news.povray.org>
Edouard Poor escribió:
> That's easy - just use an averaged normal_map
> 
> e.g.

   Thanks, but I was referring to the "averaged big normals" trick, not to
the micronormals one... :)

--
Jaime


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 16:55:00
Message: <web.49ac552b788f5fafbd47b0730@news.povray.org>
I recall writing:

>   normal {
>    average
>    normal_map {
>     [ 1 bump_mapping ]
>     [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]
>    }
>   }


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Attachments:
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Preview of image 'blurred-bumpmap.jpg'
blurred-bumpmap.jpg


 

From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 17:35:00
Message: <web.49ac5e22788f5fafbd47b0730@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Edouard Poor escribió:
> > That's easy - just use an averaged normal_map
> >
> > e.g.
>
>    Thanks, but I was referring to the "averaged big normals" trick, not to
> the micronormals one... :)

Oh, I see.

Well kind of anyway - I'd really thought the two were more or less equivalent in
what they were doing per pixel.

I've done a texture averaging version of the averaged big normals as well - see
http://news.povray.org/povray.binaries.images/thread/%3Cnews.povray.org-AB5CC1.09303823032008@news.povray.org%3E

You create an averaged normal, then blend together a whole bunch of those in an
averaged texture.

I used sin() and the number of blur samples required to get a really smooth
blend without the usual random jitter noise.

The code (or something close to it) for that was:

#declare BlurAmount = 160;
#declare BlurSamples = 20;

#declare tex_A =
 texture {
  average
  texture_map {
#declare i = 0;
#while(i < BlurSamples)
   [ 1
    pigment { tex_pattern }
    normal {
                  average
                  normal_map {
                      [ 1, gradient z
                          bump_size
                              (-BlurAmount/2) +
                              (BlurAmount*sin(i/BlurSamples) + (rand(S)*
BlurAmount *0.01))
                          scale z*100
                          translate z*50 ]
                      [ 1, wrinkles 0.07 scale <2,1,1> ]  // Or bump map etc
                  }
              };
              finish { reflection 0.08 metallic }
   ]
#declare i = i+1;
#end
  }
 };


Is that closer to what you are after, or am I still not fully understanding it?

Cheers,
Edouard.


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