POV-Ray : Newsgroups : povray.binaries.images : Aftermath revisited Server Time
30 Jul 2024 04:18:18 EDT (-0400)
  Aftermath revisited (Message 21 to 30 of 50)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Paolo Gibellini
Subject: Re: Aftermath revisited: proof of concept
Date: 26 Aug 2013 06:29:11
Message: <521b2df7$1@news.povray.org>
>Thomas de Groot  on date 24/08/2013 14.24 wrote:
> Added a lightning bolt (Tom Melly's macro). Further decreased media
> samples from the sky to 1 (three different media here). Total render
> time of this image: 3 hours.
>
> There is a small bug in the lightning macro which I need to find and try
> to correct, and I need to play with the fade distance of the flash.
>
> Thomas
Indeed a dramatic image.
The figure of the girl is in the shadow. Could be interesting to light 
she with the hard light coming from the lightning.
Paolo


Post a reply to this message

From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 26 Aug 2013 07:07:54
Message: <521b370a$1@news.povray.org>
On 26-8-2013 12:29, Paolo Gibellini wrote:
> Indeed a dramatic image.
> The figure of the girl is in the shadow. Could be interesting to light
> she with the hard light coming from the lightning.
> Paolo
>

She remains more or less in the shadow.

Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 26 Aug 2013 10:14:19
Message: <521b62bb$1@news.povray.org>
On 25-8-2013 1:26, Samuel Benge wrote:
> My eye is inexorably drawn to the craft's texture near the waterline, however.
> It seems the wind lapping at the murky water would leave a stain on the hull.

This is extremely difficult to do because of the pigment_patterned 
texture resulting from the proximity macro used. I cannot use a layered 
texture (impossible over a patterned texture) and I cannot average it 
with a partially transparent texture which makes the end product 
semi-transparent.

At present, I am at a loss how to do this correctly.

Thomas


Post a reply to this message

From: Samuel Benge
Subject: Re: Aftermath revisited: proof of concept
Date: 26 Aug 2013 16:00:04
Message: <web.521bb3afcf332d28a941b4020@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 25-8-2013 1:26, Samuel Benge wrote:
> > My eye is inexorably drawn to the craft's texture near the waterline, however.
> > It seems the wind lapping at the murky water would leave a stain on the hull.
>
> This is extremely difficult to do because of the pigment_patterned
> texture resulting from the proximity macro used. I cannot use a layered
> texture (impossible over a patterned texture) and I cannot average it
> with a partially transparent texture which makes the end product
> semi-transparent.
>
> At present, I am at a loss how to do this correctly.

Can't you make a new pigment_pattern that combines the proximity pattern and a
new stain pattern?


Post a reply to this message

From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 04:21:06
Message: <521c6172$1@news.povray.org>
On 26-8-2013 21:59, Samuel Benge wrote:
> Can't you make a new pigment_pattern that combines the proximity pattern and a
> new stain pattern?
>
Best to show with the code. This is the texture using the proximity pattern:

//code 1
#declare Factor      = 1;	
#declare add_noise   = true;
#declare ScaleFactor = 1;//<0.1, 0.1, 1>;

#declare TMProx =
texture {
   pigment_pattern {
     average
     pigment_map {
       [ 3.0 df3_pattern ]
       #if (add_noise = true)
         [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0, 
248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
	[ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
	[ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
	[ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale 
ScaleFactor*0.33/Factor ]
	[ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
       #end
     }
   }
   texture_map {Dull_brass_map}
}
//end code 1

I want to add the following stain texture:

//code 2
#declare TMGrad =
texture {
   pigment {
     gradient y
     pigment_map {
       [0.35 srgb 0.1]
       [0.45 srgb 0.1 transmit 1]
     }
     scale <1, 120, 1>
   }
   finish {diffuse 0.8 specular 0.3 roughness 0.001}
}
//end code 2

I have not found a satisfying way.

Thomas


Post a reply to this message

From: MichaelJF
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 07:10:00
Message: <web.521c8890cf332d28b6bf211e0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-8-2013 21:59, Samuel Benge wrote:
> > Can't you make a new pigment_pattern that combines the proximity pattern and a
> > new stain pattern?
> >
> Best to show with the code. This is the texture using the proximity pattern:
>
> //code 1
> #declare Factor      = 1;
> #declare add_noise   = true;
> #declare ScaleFactor = 1;//<0.1, 0.1, 1>;
>
> #declare TMProx =
> texture {
>    pigment_pattern {
>      average
>      pigment_map {
>        [ 3.0 df3_pattern ]
>        #if (add_noise = true)
>          [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0,
> 248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
>  [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
>  [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
>  [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale
> ScaleFactor*0.33/Factor ]
>  [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
>        #end
>      }
>    }
>    texture_map {Dull_brass_map}
> }
> //end code 1
>
> I want to add the following stain texture:
>
> //code 2
> #declare TMGrad =
> texture {
>    pigment {
>      gradient y
>      pigment_map {
>        [0.35 srgb 0.1]
>        [0.45 srgb 0.1 transmit 1]
>      }
>      scale <1, 120, 1>
>    }
>    finish {diffuse 0.8 specular 0.3 roughness 0.001}
> }
> //end code 2
>
> I have not found a satisfying way.
>
> Thomas

Is it hard, to layer the object itself? CSG should be hard, an mesh can moved
along the normals. I mean to have a slightly larger scaled outer version with
the second texture.

Michael


Post a reply to this message

From: Thomas de Groot
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 07:20:44
Message: <521c8b8c$1@news.povray.org>
On 27-8-2013 13:08, MichaelJF wrote:

> Is it hard, to layer the object itself? CSG should be hard, an mesh can moved
> along the normals. I mean to have a slightly larger scaled outer version with
> the second texture.

I have been thinking along that line too, but I only want to go that way 
if I cannot find a more elegant texture option.

Thomas


Post a reply to this message

From: MichaelJF
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 12:30:00
Message: <web.521cd3c6cf332d28e1f45e810@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
>
> I have been thinking along that line too, but I only want to go that way
> if I cannot find a more elegant texture option.
>
> Thomas

I can understand that perfectly. But I had no further ideas than the ones you
seems to have tested already.

But this issue brought me to the idea of having a small predefined scene with
given objects, a given lighting, camera and background (my be a fruit bowl), to
have a kind of (procedural) material-contest within TC-RTC. What do you think
about it?

Best regards,
Michael


Post a reply to this message

From: Stephen
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 12:50:17
Message: <521cd8c9$1@news.povray.org>
On 27/08/2013 5:28 PM, MichaelJF wrote:
> But this issue brought me to the idea of having a small predefined scene with
> given objects, a given lighting, camera and background (my be a fruit bowl), to
> have a kind of (procedural) material-contest within TC-RTC. What do you think
> about it?

What a good idea. That could be used as a topic for when we get 
Challenge 2 up and running. If I forget please remind me, Michael.

-- 
Regards
     Stephen


Post a reply to this message

From: s day
Subject: Re: Aftermath revisited: proof of concept
Date: 27 Aug 2013 19:10:01
Message: <web.521d30efcf332d283e3638370@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-8-2013 21:59, Samuel Benge wrote:
> > Can't you make a new pigment_pattern that combines the proximity pattern and a
> > new stain pattern?
> >
> Best to show with the code. This is the texture using the proximity pattern:

Hi Thomas,

Nice image, for me I think the sky is the biggest problem, while very dramatic
looking the shape of the clouds seems a bit odd. Then again I have often looked
at a great real sky and thought to myself if I were to render that exactly as it
is people would say it looked fake, and who can imagine what the sky would look
like after such an event..

I am interested in your texturing issue but have no experience with proximity
patterns. I do wonder though if something like below would work..

 #declare TMProx =
 texture {
    pigment_pattern {
      average
      pigment_map {
        [ 3.0 df3_pattern ]
        #if (add_noise = true)
          [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0,
 248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
  [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
  [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
  [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale
 ScaleFactor*0.33/Factor ]
  [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
        #end
      }
    }
    texture_map {Dull_brass_map}
 }

 #declare TMSlime =
 texture {
    pigment_pattern {
      average
      pigment_map {
        [ 3.0 df3_pattern ]
        #if (add_noise = true)
          [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0,
 248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
  [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
  [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
  [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale
 ScaleFactor*0.33/Factor ]
  [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
        #end
      }
    }
    texture_map {Dull_brass_map_slime}
// here the texture_map would be same texture but with a finish
// and maybe slightly different pigment to make it look slimy.
 }

#declare TMGrad = texture
{
  gradient y
  texture_map {
  [ 0.35 TMSlime ]
  [ 0.45 TMProx ]
 }
}

As I say I have never used proximity patterns so I may be way off ;-)

Sean


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

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