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>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
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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
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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
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Thomas de Groot <tho### [at] degroot org> 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?
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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
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Thomas de Groot <tho### [at] degroot org> 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
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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
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Thomas de Groot <tho### [at] degroot org> 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
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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
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Thomas de Groot <tho### [at] degroot org> 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
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