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I never actually used bump_maps before. Now I try to use one, but not
seeing any effect. Can someone assist me?
The scene contains a stratosphere helium balloon, and the bump_map
should have created the typical balloon surface. However, I don't see
the surface changed. Before posting any images, I show you the scene
file. is there any error the way I do it?
-------------------------------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *10.0
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher
- Balloon - Type 001 - Moon Runnings - Balloon Texture.png" }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" gamma 1.8
bump_size 150.0 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside }
object
{
MyBalloonHullOutside
scale 0.99999
texture { MyInnerBalloonTexture }
}
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Am 16.07.2017 um 01:40 schrieb Sven Littkowski:
> I never actually used bump_maps before. Now I try to use one, but not
> seeing any effect. Can someone assist me?
>
> The scene contains a stratosphere helium balloon, and the bump_map
> should have created the typical balloon surface. However, I don't see
> the surface changed. Before posting any images, I show you the scene
> file. is there any error the way I do it?
I don't see you adapting the texture to the shape of the balloon (such
as by the use of `map_type`, spherical warp, or UV mapping).
Post a reply to this message
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> I never actually used bump_maps before. Now I try to use one, but not
> seeing any effect. Can someone assist me?
Here's what I managed to do with it, changed many things so your scene file will
look different. See whole scene file text below.
I discovered something, caught me by surprise, when using a planar mapping for a
bump map the opposite side will invert the normal. Well, not too surprising if
on a plane {y,0} for example, but I didn't think about the inversion for a
spherical shape like your balloon.
That might not be so much a problem, because I easily solved that by using
opposite scale (as you will see in SDL changes). The real problem I encountered
is how the vertical portions of balloon lose bumpiness. I realize it could be
dealt with by using a non-planar mapping, or maybe warp (that I was unsuccessful
with), but the image file is not usable as such.
Someone else might be able to alter it but I didn't try more than applying
spherical and cylindrical warp {} to the planar image/bump map.
Including enhanced image file here too. It was indeed low contrast before, which
can be bad for this kind of thing. You should be able to see how the bumpiness
is shown now, mainly for upper and lower parts of balloon, yet flattens out on
the sides as I said.
Remember I changed things like lights, textures, too so you are going to need to
do whatever changes you want to this. At least I think you should see the
bumpiness anyhow.
#version 3.7;
//#include "colors.inc"
//#include "finish.inc"
//#include "textures.inc"
#declare MyRadiosity = off;
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
normal on // added
pretrace_start 0.08
pretrace_end 0.02
count 123
error_bound 0.75
recursion_limit 2
}
#end
//subsurface {}
//adc_bailout 0.0039
ambient_light 0.06//rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 4
number_of_waves 10
noise_generator 3
charset ascii
}
camera
{
location < 0.0, 200.0, -500.0 >
look_at < 0.0, -150.0, 0.0 >
right image_width/image_height*x
}
light_source
{
< 12500.0, 1500.0, -500.0 >,
rgb < 0.72265625, 0.8046875, 0.80859375 > // *10.0
}
plane {y,-1000 pigment {rgb <0.9,0.95,1>}}
#declare MyRadius = 200.0;
#declare MyOuterBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
phong_size 5
specular 0.5
roughness 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection {0.050,0.15}
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
phong_size 5
specular 0.5
roughness 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection {0.050,0.15}
}
#declare PositiveBump=
normal {
bump_map {
png "spaceballoon2bumpmap" map_type 0 interpolate 2
}
bump_size 0.1
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
#declare NegativeBump=
normal {
bump_map {
png "spaceballoon2bumpmap" map_type 0 interpolate 2
}
bump_size 0.1
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map { png "spaceballoon2bumpmap" gamma 1
map_type 0 interpolate 2 once transmit all 0.5}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal { gradient y
normal_map {
[0.5 PositiveBump]
[0.5 NegativeBump]
} // end normal_map
scale <1,MyRadius*2,1>
} // end normal
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > transmit 0.5 }
normal { gradient y
normal_map {
[0.5 PositiveBump]
[0.5 NegativeBump]
} // end normal_map
} // end normal
finish { MyInnerBalloonFinish }
}
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
//Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 >, MyRadius }
cylinder { < 0.0, 0.0, 0.0 >, < 0.0, MyRadius+0.001, 0.0 >, MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside }
object
{
MyBalloonHullOutside
scale 0.99999
texture { MyInnerBalloonTexture }
}
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 >, < 0.0, (MyRadius+0.001), 0.0 >, 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 >, < 0.0, MyTop, 0.0 >, 3.5 }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 >,
< 0.0, MyTop+0.001, 0.0 >, 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 >, < 10, 0.0, 2.5 >, 0.20 }
cylinder { < 0.0, 0.0, -2.5 >, < 10, 0.0, -2.5 >, 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 >, 0.35 }
sphere { < 10.0, 0.0, -2.5 >, 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { emission rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.25, 0.0, 2.5 >,
rgb 1//< 0.7, 0.0, 0.0 > // *10.0
fade_distance 15.0
fade_power 2
}
light_source
{
< 10.25, 0.0, -2.5 >,
rgb 1//< 0.7, 0.0, 0.0 > // *1.0
fade_distance 15.0
fade_power 2
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
// object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
Post a reply to this message
Attachments:
Download 'spaceballoon2bumpmap.png' (3960 KB)
Preview of image 'spaceballoon2bumpmap.png'

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"omniverse" <omn### [at] charter net> wrote:
> normal { gradient y
> normal_map {
> [0.5 PositiveBump]
> [0.5 NegativeBump]
> } // end normal_map
> scale <1,MyRadius*2,1>
> } // end normal
Mistakes... And wouldn't surprise me if it's still wrong somehow. I get confused
easily. ;)
Replace both normal statements for outer and inner textures with this:
normal { gradient y
normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical
scale) height from 0 */
[0.175 PositiveBump]
[0.175 NegativeBump]
} // end normal_map
scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon
And maybe it will be right. I neglected to see the 1.5 times rescale later on
for the balloon object.
And that flattened torus top (scale <1,0.5,1>) was simply being overlooked
because I was only thinking in terms of the gradient y
going upward and downward from 0, or starting at the max width part of balloon,
and not about actual distances for the gradient.
BTW, the gamma 1 for image file was arbitrarily chosen to brighten it for the
sake of seeing the bump map. You may have also noticed I changed the original
light source from 10 times to 1.5 times.
Bob
Post a reply to this message
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On 24.07.2017 03:46, omniverse wrote:
> normal_map {
> [0.5 PositiveBump]
> [0.5 NegativeBump]
> } // end normal_map
> scale <1,MyRadius*2,1>
Hi. Now I am irritated, I admit. :-)
Did you see the bump images I added to the GENERAL group (same topic there)
?
However, someone else mentioned I should size down the bump image and
increase the contrast between bright and dark areas, and also to make it
16bit. I now did all this, still no success.
Please have a look to the attached bump image, this might help you to
know more about my problem and errors I do. Lots of thanks for your help!
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (314 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

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Thanks a lot for your assistance, so far. But I admit, I am now irritated.
Did you see the bump image I posted inside the other group (GENERAL)
with the same topic? Someone there told me to reduce the image size,
make it 16bit, and increase the contrast between dark and bright areas
there. I did that all. Still - no success.
I attached the new bump image, please have a look. It should give you a
better understanding of what I want to achieve (and maybe what I am
doing wrong).
Sven
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (314 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

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Another problem: The same thread exists inside the GENERAL section. I
posted here at first before making up my mind that it might be a GENERAL
topic. Now we have two identical threads. I think, we all should just
use the GENERAL thread there, not this one.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Another problem: The same thread exists inside the GENERAL section. I
> posted here at first before making up my mind that it might be a GENERAL
> topic. Now we have two identical threads. I think, we all should just
> use the GENERAL thread there, not this one.
From general group message:
> Here's the updated bump image. I reduced its size, made it 16bit, and
> increased the contrast between dark and bright areas. Still - no
> success. :-(
>
> Another problem: The same thread exists inside the IMAGE section. I
> posted there at first before making up my mind that it might be a
> GENERAL topic. Now we have two identical threads. I think, we all should
> just use THIS thread here, inside GENERAL.
I was avoiding general group because of image uploads not being accepted there,
so I'm not sure how you were able to do that.
Showing the render here that I was able to make using *your updated* bump_map
file, along with the SDL I posted here before (including fixed normal
statements).
And I regret uploading my version of the bump_map in PNG while leaving the
resolution size large, made almost 4 MB download file. Sorry!
I did not use reflection and radiosity, and also removed the image_map to use
only color rgb 1 which allows seeing only the bumpiness without any other visual
effects other than light source shadowing.
If you could show your resulting render here, to compare with this, it might
help figure out why you can't get "success". Must be an answer anyhow.
Bob
Post a reply to this message
Attachments:
Download 'test-bump_map-balloon.jpg' (34 KB)
Preview of image 'test-bump_map-balloon.jpg'

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Am 25.07.2017 um 01:42 schrieb Sven Littkowski:
>
> My e-mail client seems to ignore if I try to stop an unfinished posting.
> Please ignore the above posting with the wrong contents.
Select the posting in question, then open the "Nachricht" menu (Alt-N),
and choose "Beitrag zurückziehen" (Alt-Z).
Post a reply to this message
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Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
> Thanks a lot for your assistance, so far. But I admit, I am now irritated.
I hope you're just "confused" ("irritiert"), not "irritated" ("verärgert").
Post a reply to this message
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On 24.07.2017 20:27, omniverse wrote:
> Showing the render here that I was able to make using *your updated* bump_map
> file, along with the SDL I posted here before (including fixed normal
> statements).
> Replace both normal statements for outer and inner textures with this:
> normal { gradient y
> normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical scale)
height from 0 */
> [0.175 PositiveBump]
> [0.175 NegativeBump]
> } // end normal_map
> scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon>
> And I regret uploading my version of the bump_map in PNG while leaving the
> resolution size large, made almost 4 MB download file. Sorry!
> I did not use reflection and radiosity, and also removed the image_map to use
> only color rgb 1 which allows seeing only the bumpiness without any other visual
> effects other than light source shadowing.
Hi, thanks. I am seeing your two bump_map declarations, but not that you
specified the bump image. I tried to incorporate everything, but still
fail (now with error message):
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 1
once bump_size 150.0 }
scale < 1.0, 1.5*MyRadius, 1.0 >
}
---
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Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
> Thanks a lot for your assistance, so far. But I admit, I am now irritated.
>
> Did you see the bump image I posted inside the other group (GENERAL)
> with the same topic? Someone there told me to reduce the image size,
> make it 16bit, and increase the contrast between dark and bright areas
> there. I did that all. Still - no success.
I'm not sure what you are doing there. With the new bump map and using
the scene from your original post, the attached image is what I get
(after repairing broken comments and replacing the image_map with a
plain white pigment).
That looks like bumps to me. (Excessively strong ones, actually; try
`bump_size 10` or lower.)
You still have some residual issues:
- Contrary to my recommendation, you apparently did not re-generate the
image with higher contrast and bit depth, but rather just converted the
old image and blurred it a bit. This still leaves you with artefacts
from the original color banding.
- You are using `gamma 1.8` in a bump map. This indicates to me that
/something/ regarding gamma is not quite right: Either you didn't
understand what you were doing, or your bump map uses a poor encoding
scheme that gives you more precision in black areas than it does in
white areas. (To tell which of the two is the case, I'd have to know
more about how you created the bump map in the first place.)
- Your radiosity block does not contain a `normal on` statement. As a
consequence, if you turn on radiosity, you will not see any bumps in
areas that are lit only indirectly.
Post a reply to this message
Attachments:
Download 'test.png' (90 KB)
Preview of image 'test.png'

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Am 25.07.2017 um 07:06 schrieb clipka:
> I'm not sure what you are doing there. With the new bump map and using
> the scene from your original post, the attached image is what I get
> (after repairing broken comments and replacing the image_map with a
> plain white pigment).
Oops, attached the wrong image: This one was generated with radiosity
enabled (and a `nornal on` statement). Without radiosity the image looks
pretty similar though.
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> On 24.07.2017 20:27, omniverse wrote:
> > Showing the render here that I was able to make using *your updated* bump_map
> > file, along with the SDL I posted here before (including fixed normal
> > statements).
> > Replace both normal statements for outer and inner textures with this:
> > normal { gradient y
> > normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical scale)
height from 0 */
> > [0.175 PositiveBump]
> > [0.175 NegativeBump]
> > } // end normal_map
> > scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon>
> > And I regret uploading my version of the bump_map in PNG while leaving the
> > resolution size large, made almost 4 MB download file. Sorry!
> > I did not use reflection and radiosity, and also removed the image_map to use
> > only color rgb 1 which allows seeing only the bumpiness without any other visual
> > effects other than light source shadowing.
>
> Hi, thanks. I am seeing your two bump_map declarations, but not that you
> specified the bump image. I tried to incorporate everything, but still
> fail (now with error message):
>
> normal
> {
> gradient y
> normal_map
> {
> [ 0.175 PositiveBump ]
> [ 0.175 NegativeBump ]
> }
> bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
> Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 1
> once bump_size 150.0 }
> scale < 1.0, 1.5*MyRadius, 1.0 >
> }
Oh. Yeah, you missed that from the whole SDL I posted at:
http://news.povray.org/web.59758a1a9f453b979c5d6c810%40news.povray.org
It's in the #declare statements for PositiveBump and NegativeBump before that
part.
I used my own file name so only that would need to be changed, otherwise you
have the correct 0.175 and 1.5*MyRadius in there.
You must remove your map_type 1 and bump_size 150.0 or else it will be
completely wrong for the way I did it. Reason why, the scale drastically
increases the surface normal deformation. You will notice I used only bump_size
0.1 so the object scale won't affect it as much.
Well, I say "correct" but I'm still wondering if I got it exactly right as
possible, or not.
And later I changed the torus to be taller because I thought it just looked
shaped better to me, not that you must change anything, by making scale
<1,0.5*1.5,1> (same as scale 0.75*y)
and changing to:
normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical
scale) height from 0 */
[0.175*1.5 PositiveBump] // refit to rescaled torus height
[0.175*1.5 NegativeBump]
} // end normal_map
scale <1,1.75*MyRadius,1> // rescale only y to fit whole balloon
in the two gradient y normal statements.
Bob
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On 25.07.2017 00:28, clipka wrote:
> Am 25.07.2017 um 01:42 schrieb Sven Littkowski:
>>
>> My e-mail client seems to ignore if I try to stop an unfinished posting.
>> Please ignore the above posting with the wrong contents.
>
> Select the posting in question, then open the "Nachricht" menu (Alt-N),
> and choose "Beitrag zurückziehen" (Alt-Z).
>
Cool! Thanks! Learned something new...
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On 25.07.2017 00:34, clipka wrote:
> Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
>> Thanks a lot for your assistance, so far. But I admit, I am now irritated.
>
> I hope you're just "confused" ("irritiert"), not "irritated" ("verärgert").
>
Yes, confused. :-D
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On 25.07.2017 01:10, clipka wrote:
> Am 25.07.2017 um 07:06 schrieb clipka:
>
>> I'm not sure what you are doing there. With the new bump map and using
>> the scene from your original post, the attached image is what I get
>> (after repairing broken comments and replacing the image_map with a
>> plain white pigment).
>
> Oops, attached the wrong image: This one was generated with radiosity
> enabled (and a `nornal on` statement). Without radiosity the image looks
> pretty similar though.
>
Thanks. Meanwhile, I actually applied many changes, with the effect that
scene parsing ends with an error. I tried to incorporate all advises,
but still miss something.
I am going to post the changed scene code at the very end of this
thread, to keep you all updated.
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UPDATE
Latest Scene Code
(I managed to change the balloon to a gray apple) :-(
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
----------------------------------------------------------------------------------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
----------------------------------------------------------------------------------------------------------------------------------
#declare MyRadius = 200.0;
//
----------------------------------------------------------------------------------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
bump_size 0.1
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
bump_size 0.1
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
transmit all 0.5
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump]
[ 0.175 NegativeBump]
}
scale <1,1.5*MyRadius,1>
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump]
[ 0.175 NegativeBump]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
----------------------------------------------------------------------------------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside }
object
{
MyBalloonHullOutside
scale 0.99999
texture { MyInnerBalloonTexture }
}
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
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On 7/25/2017 7:06 AM, Sven Littkowski wrote:
> Thanks. Meanwhile, I actually applied many changes, with the effect that
> scene parsing ends with an error. I tried to incorporate all advises,
> but still miss something.
Do the changes one at a time and test if they work before going on to
the next. Otherwise it is like trying to find two matching ends in a
plate of spaghetti. :)
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 7/25/2017 7:06 AM, Sven Littkowski wrote:
> > Thanks. Meanwhile, I actually applied many changes, with the effect that
> > scene parsing ends with an error. I tried to incorporate all advises,
> > but still miss something.
>
> Do the changes one at a time and test if they work before going on to
> the next. Otherwise it is like trying to find two matching ends in a
> plate of spaghetti. :)
I like that description, and spaghetti.
I didn't get any errors after making sure all lines of SDL are commented, mostly
the several
//
--------------------------------------------
however, that's with my own image/bump file.
Probably need to use forward slashes, not back slashes since those are also
escape characters.
Rendering with a more distant camera I see the parachute piece again, that's
because in the LowerBalloonShape the cylinder being differenced away from the
sphere doesn't encompass the entire upper half.
Which is why I used:
cylinder { < 0.0, 0.0, 0.0 >, < 0.0, MyRadius+0.001, 0.0 >, MyRadius+0.001 }
instead of 175.001 for y.
Only my opinion but I still think the torus balloon top has a better look if
making it
scale <1, 0.75, 1> instead of the flattened <1, 0.5, 1>
but that's all up to you.
Although, if doing like I did, those bump_map entries are required to be either
0.175*1.5 or the equivalent of just 0.2625.
Anyway, I'm sure you get the idea how to rescale the gradient if making any
changes to the object scale.
And once again, I'll say the widest part of the balloon gets smooth with this
way of going about using a map_type 0 (planar) mapping. But to do it with
map_type 1 (spherical) you need an entirely different image, one that isn't
patterned radially. Something with vertical features.
Bob
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On 7/25/2017 8:11 AM, Stephen wrote:
>> On 7/25/2017 7:06 AM, Sven Littkowski wrote:
>>> Thanks. Meanwhile, I actually applied many changes, with the effect that
>>> scene parsing ends with an error. I tried to incorporate all advises,
>>> but still miss something.
>
>>
>> Do the changes one at a time and test if they work before going on to
>> the next. Otherwise it is like trying to find two matching ends in a
>> plate of spaghetti. :)
>>
> Well, too late now. :-)
It should never be too late. Any sort of version control is better than
none.
I assume you pressed the wrong button
BTW Put more tobacco in them. ;)
--
Regards
Stephen
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On 7/25/2017 9:44 AM, omniverse wrote:
> I like that description, and spaghetti.
>
I've learned my lessons the hard way.
And it is Tuesday, traditionally pasta night.
> I didn't get any errors after making sure all lines of SDL are commented, mostly
> the several
>
> //
> --------------------------------------------
/* That is why
I put my comments tile this. Even if it is only one line. */
Not that I do a lot of coding but I modify machine written SDL a lot.
--
Regards
Stephen
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Yoiks! Forgot to say what I was going to tell about before starting to write
that last reply.
I blame Stephen for making me lose my train of thought with that perfect
metaphor about finding errors. LOL
Sooo... bump_size 0.1, apparently that's too much. I tried 0.01 instead and
think it looks better. I realized the scale in the normal statement being
MyRadius*2 is probably the equivalent of bump_size 4 even if starting with 0.01.
Don't want to go into all that here but I recall many discussions long ago about
attempts to keep things such as normal and media from scaling up or down with
object sizes after placing the texture. Or just to be aware of the possible
ramifications when scaling.
That aside, please be sure to read my previous reply about the other things.
Bob
Post a reply to this message
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On 7/25/2017 9:44 AM, omniverse wrote:
> I like that description, and spaghetti.
>
I've learned my lessons the hard way.
And it is Tuesday, traditionally pasta night.
> I didn't get any errors after making sure all lines of SDL are
commented, mostly
> the several
>
> //
> --------------------------------------------
/* That is why
I put my comments like this. Even if it is only one line. */
Not that I do a lot of coding but I modify machine written SDL a lot.
--
Regards
Stephen
Post a reply to this message
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Hi, did you all see the latest code?
---
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On 25.07.2017 05:13, omniverse wrote:
> Yoiks! Forgot to say what I was going to tell about before starting to wr
ite
> that last reply.
> I blame Stephen for making me lose my train of thought with that perfect
> metaphor about finding errors. LOL
>
> Sooo... bump_size 0.1, apparently that's too much. I tried 0.01 instead a
nd
> think it looks better. I realized the scale in the normal statement being
> MyRadius*2 is probably the equivalent of bump_size 4 even if starting wit
h 0.01.
>
> Don't want to go into all that here but I recall many discussions long ag
o about
> attempts to keep things such as normal and media from scaling up or down
with
> object sizes after placing the texture. Or just to be aware of the possib
le
> ramifications when scaling.
>
> That aside, please be sure to read my previous reply about the other thin
gs.
>
> Bob
>
Ho, can you publish here the entire scene code of your version of the
scene? That would help me better to see the differences and to understand.
I admit, another problem I have, is based on the English language. Yes,
i understand it well, I even live in an English-speaking country now.
But I am not natively English-speaking. Reading all that English here,
causes a concentration problem for me, and I am always missing a lot of
things, not capturing them somehow. That is why I want to ask you all
here, to be patient with me. :-)
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On 7/25/2017 6:19 PM, Sven Littkowski wrote:
> I admit, another problem I have, is based on the English language. Yes,
> i understand it well, I even live in an English-speaking country now.
Jamaican English is an ittsy bitsy bit different from Standard English.
In case you hadn't noticed.
--
Regards
Stephen
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>
> Ho, can you publish here the entire scene code of your version of the
> scene? That would help me better to see the differences and to understand.
Hope this doesn't suffer in translation. ;)
There's some dark splotches on the lower left side, maybe reflection? I didn't
check, wanted to go ahead and post this.
#version 3.7;
/*
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
*/
#declare MyRadiosity = on; // fast enough, but faster without
/*#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /SL_Space_Scene_003
/ */
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.02
count 100
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0/2, -500.0 > /* < -000.0, 400.0, -500.0 > */
look_at < 0.0, -200.0, 0.0 >/2 /* < 0.0, -200.0, 0.0 > */
right 1.77*x
}
//------------------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
// simulate Earth below
plane {y,-9999 pigment {rgb <0.4,0.7,1>}}
//------------------------------
#declare MyRadius = 200.0;
//------------------------------
#declare PositiveBump = normal
{
bump_map
{ // use your file name
png "balloon2bump"
map_type 0 interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2 // 200*2=400, multiply by bump_size
bump_size 0.02 // this equates to 8 after scale
}
#declare NegativeBump = normal // invert surface normal
{
bump_map
{ // use your file name
png "balloon2bump"
map_type 0 interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2 // 200*2=400, multiply by bump_size
bump_size 0.04 // this equates to 16 after scale
}
#declare MyOuterBalloonFinish = finish
{
reflection 0.1 // I'm guessing here
//crand 0.10 // grainy near shadows! Is it needed??
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50 // this much needed? or not?
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "balloon2bump"
gamma 1
map_type 0
interpolate 2
once
transmit all 0.4 /* added to make partially transparent, change or remove? */
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{ /* index number is based on balloon size, upper part height */
[ 0.2625 PositiveBump] // top
[ 0.2625 NegativeBump] // bottom
}
scale <1,1.5*MyRadius,1> // set to balloon height
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 >
transmit 0.4 /* added to make partially transparent, change or remove? */
}
normal
{
gradient y
normal_map
{ /* set index values to 0.175 if torus scale <1,0.5,1>, same above */
[ 0.2625 PositiveBump]
[ 0.2625 NegativeBump]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//------------------------------
#declare UpperBalloonShape = torus
/* Balloon Radius: 175 m /Launcher Radius: 10 m */
{
95.0, 105.0
scale < 1.0, 0.75, 1.0 >
/* if 0.5*y, use normal_map 0.175 not 0.2625 (0.175*1.5, 0.5*1.5=0.75) */
} /* I changed that to get tall fat appearance, not required
but must change everything back again if not used this way */
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 >, MyRadius }
cylinder { < 0.0, 0.0, 0.0 >, < 0.0, /*175.001*/MyRadius+0.001, 0.0 >,
MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = merge // union causes artefacts??
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside }
object
{
MyBalloonHullOutside
scale 0.99999 // causing artefacts??
texture { MyInnerBalloonTexture }
}
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 >, < 0.0, (MyRadius+0.001), 0.0 >, 3.5
texture { MyInnerBalloonTexture }
}
// plane {z,0} // only to see inside
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder {
< 0.0, -((MyRadius*1.5)+30.0), 0.0 >,
< 0.0, MyTop, 0.0 >, 3.5 }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 >, < -MyLength, MyTop, 0.1 >
rotate <0.0, 315.0, 0.0 > }
}
cylinder {
< 0.0, -((MyRadius*1.5)+30.001), 0.0 >,
< 0.0, MyTop+0.001, 0.0 >, 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 >
rotate < 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
// object { PositionLights } // slow, fast if commented out
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
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On 25.07.2017 14:51, Stephen wrote:
> On 7/25/2017 6:19 PM, Sven Littkowski wrote:
>> I admit, another problem I have, is based on the English language. Yes,
>> i understand it well, I even live in an English-speaking country now.
>
> Jamaican English is an ittsy bitsy bit different from Standard English.
> In case you hadn't noticed.
>
But how different is German to English? :-)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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On 7/25/2017 11:54 PM, Sven Littkowski wrote:
> On 25.07.2017 14:51, Stephen wrote:
>> On 7/25/2017 6:19 PM, Sven Littkowski wrote:
>>> I admit, another problem I have, is based on the English language. Yes,
>>> i understand it well, I even live in an English-speaking country now.
>>
>> Jamaican English is an ittsy bitsy bit different from Standard English.
>> In case you hadn't noticed.
>>
> But how different is German to English? :-)
How long have you lived there?
And English is a Germanic language.
https://en.wikipedia.org/wiki/English_language
https://de.wikipedia.org/wiki/Englische_Sprache
--
Regards
Stephen
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On 25.07.2017 01:06, clipka wrote:
> Am 25.07.2017 um 01:41 schrieb Sven Littkowski:
>> Thanks a lot for your assistance, so far. But I admit, I am now irritate
d.
>>
>> Did you see the bump image I posted inside the other group (GENERAL)
>> with the same topic? Someone there told me to reduce the image size,
>> make it 16bit, and increase the contrast between dark and bright areas
>> there. I did that all. Still - no success.
>
> I'm not sure what you are doing there. With the new bump map and using
> the scene from your original post, the attached image is what I get
> (after repairing broken comments and replacing the image_map with a
> plain white pigment).
>
> That looks like bumps to me. (Excessively strong ones, actually; try
> `bump_size 10` or lower.)
>
>
> You still have some residual issues:
>
> - Contrary to my recommendation, you apparently did not re-generate the
> image with higher contrast and bit depth, but rather just converted the
> old image and blurred it a bit. This still leaves you with artefacts
> from the original color banding.
>
> - You are using `gamma 1.8` in a bump map. This indicates to me that
> /something/ regarding gamma is not quite right: Either you didn't
> understand what you were doing, or your bump map uses a poor encoding
> scheme that gives you more precision in black areas than it does in
> white areas. (To tell which of the two is the case, I'd have to know
> more about how you created the bump map in the first place.)
>
> - Your radiosity block does not contain a `normal on` statement. As a
> consequence, if you turn on radiosity, you will not see any bumps in
> areas that are lit only indirectly.
>
It seems, with my graphic program I can work only with one layer, if it
comes to 16bit. Cannot create any additional layers when in 16bit, and I
would need, in order to crate a similar pattern.
I use Photoshop v7.0. That is the reason, why I could not create the
image you suggested (and I agree on). :-(
Will create a new bump image, but it will be again 8bit. But I create it
as a smaller version. Hoping for the best.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Latest Scene Code, Latest Bump, Latest Result
(still no bumps)
--------------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
bump_size 0.02
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
bump_size 0.04
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale < 1.0, 1.5*MyRadius, 1.0 >
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside hollow }
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)
Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'

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On 25.07.2017 01:06, clipka wrote:
> I'm not sure what you are doing there. With the new bump map and using
> the scene from your original post, the attached image is what I get
> (after repairing broken comments and replacing the image_map with a
> plain white pigment).
>
> That looks like bumps to me. (Excessively strong ones, actually; try
> `bump_size 10` or lower.)
>
> You still have some residual issues:
>
> - Contrary to my recommendation, you apparently did not re-generate the
> image with higher contrast and bit depth, but rather just converted the
> old image and blurred it a bit. This still leaves you with artefacts
> from the original color banding.
>
> - You are using `gamma 1.8` in a bump map. This indicates to me that
> /something/ regarding gamma is not quite right: Either you didn't
> understand what you were doing, or your bump map uses a poor encoding
> scheme that gives you more precision in black areas than it does in
> white areas. (To tell which of the two is the case, I'd have to know
> more about how you created the bump map in the first place.)
>
> - Your radiosity block does not contain a `normal on` statement. As a
> consequence, if you turn on radiosity, you will not see any bumps in
> areas that are lit only indirectly.
>
Clipka, I created a new, more contrasting bump image. I dream to get
something like your result. My Photoshop 7 does not allow to work with
multiple layers if the mode is 16bit, thus I had to create it again
(sadly) in 8bit.
Please have a look at my latest scene code, I also tried to incorporate
the changed scene code of Omniverse, too:
-------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
bump_size 0.02
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
bump_size 0.04
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale < 1.0, 1.5*MyRadius, 1.0 >
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside hollow }
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB)
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

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On 25.07.2017 19:16, Stephen wrote:
> How long have you lived there?
> And English is a Germanic language.
Well, quite some time. Speaking English is the easiest for me. Listening
to English takes on a bit more concentration, but I can manage. But
reading in English takes on the most concentration, if I read too much,
i lose the contents and nothing reaches my understanding anymore, after
some time. That is how i would try to describe it.
English and German are not really similar, even if the modern English
has some of its roots in the Germanic language of the Saxons. Some parts
are Celtic, some parts are French, and some are even Latin (beside
French a 2nd Romanic language). But that is not so important. Important
is, how similar languages are. Not enough for me, to avoid this problem. :-
)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
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Post a reply to this message
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All I can say is I can render your exact scene using your bump map file and see
how it should be.
However, there is trouble with the image_map. You say a "texture" name for that
one, yet didn't give another, so I used the same bump_map file for the texture
too.
I can see the shadowing on the surface, but the contrast is now so much I lose
sight of it in the darkest areas.
What I tried, again, is remove that image_map from pigment statement and
replaced with a simple:
color rgb 1 // plain white
Rendering posted.
And I was confused at first about the rounded shadow seen on the top left side
of balloon.
That was once again the 'parachute' piece, you don't actually see it until
moving camera farther away; I got rid of it before by replacing 175.001 with
MyRadius+0.001 in the SDL part:
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder {
< 0.0, 0.0, 0.0 >,
< 0.0, MyRadius+001, 0.0 >, MyRadius+0.001 } // instead of y*175.001
scale < 1.0, 1.5, 1.0 >
}
Post a reply to this message
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On 26.07.2017 00:37, omniverse wrote:
> All I can say is I can render your exact scene using your bump map file a
nd see
> how it should be.
> However, there is trouble with the image_map. You say a "texture" name fo
r that
> one, yet didn't give another, so I used the same bump_map file for the te
xture
> too.
> I can see the shadowing on the surface, but the contrast is now so much I
lose
> sight of it in the darkest areas.
>
> What I tried, again, is remove that image_map from pigment statement and
> replaced with a simple:
>
> color rgb 1 // plain white
>
> Rendering posted.
>
> And I was confused at first about the rounded shadow seen on the top left
side
> of balloon.
> That was once again the 'parachute' piece, you don't actually see it unti
l
> moving camera farther away; I got rid of it before by replacing 175.001 w
ith
> MyRadius+0.001 in the SDL part:
>
> #declare LowerBalloonShape = difference
> {
> sphere { < 0.0, 0.0, 0.0 > MyRadius }
> cylinder {
> < 0.0, 0.0, 0.0 >,
> < 0.0, MyRadius+001, 0.0 >, MyRadius+0.001 } // instead of y*175.001
> scale < 1.0, 1.5, 1.0 >
> }
>
>
I made the balloon HOLLOW (instead of a difference). And removed the
TRANSMIT keyword. Looks better. But not getting any bumps. Made also the
top a bit flatter again 8as it was before).
Are you able to reproduce anything that looks like Clipka's balloon image?
Complete Scene Code:
-------------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
bump_size 0.02
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
bump_size 0.04
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale < 1.0, 1.5*MyRadius, 1.0 >
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside hollow }
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)
Download 'space - launcher - balloon - type 001 - moon runnings.png' (171 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'

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On 26-7-2017 2:01, Sven Littkowski wrote:
> Latest Scene Code, Latest Bump, Latest Result
> (still no bumps)
>
I didn't change anything to your code and used the bump map provided,
and this is what I get: bumps *are* visible!
--
Thomas
Post a reply to this message
Attachments:
Download 'sl_balloon.png' (87 KB)
Preview of image 'sl_balloon.png'

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On 26-7-2017 13:20, Thomas de Groot wrote:
> On 26-7-2017 2:01, Sven Littkowski wrote:
>> Latest Scene Code, Latest Bump, Latest Result
>> (still no bumps)
>>
>
> I didn't change anything to your code and used the bump map provided,
> and this is what I get: bumps *are* visible!
>
Not entirely true ;-)
I added:
global_settings {
assumed_gamma 1.0
}
which was demanded by your kolors.inc (and for obvious reasons when
using version 3.7) and I provided a uniform red colour texture for the
balloon (as an image_map).
--
Thomas
Post a reply to this message
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 26-7-2017 2:01, Sven Littkowski wrote:
> > Latest Scene Code, Latest Bump, Latest Result
> > (still no bumps)
> >
>
> I didn't change anything to your code and used the bump map provided,
> and this is what I get: bumps *are* visible!
>
> --
> Thomas
This whole thing really reminds me of:
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg
Since it's from the 80's, maybe Yadgar will join this thread ;) :D
Post a reply to this message
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On 26-7-2017 13:45, Bald Eagle wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>> Latest Scene Code, Latest Bump, Latest Result
>>> (still no bumps)
>>>
>>
>> I didn't change anything to your code and used the bump map provided,
>> and this is what I get: bumps *are* visible!
>>
>> --
>> Thomas
>
> This whole thing really reminds me of:
>
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg
>
> Since it's from the 80's, maybe Yadgar will join this thread ;) :D
>
Close Encounters of the Third(?) Kind? :-)
--
Thomas
Post a reply to this message
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On 7/26/2017 12:55 PM, Thomas de Groot wrote:
> On 26-7-2017 13:45, Bald Eagle wrote:
>> Thomas de Groot <tho### [at] degroot org> wrote:
>>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>>> Latest Scene Code, Latest Bump, Latest Result
>>>> (still no bumps)
>>>>
>>>
>>> I didn't change anything to your code and used the bump map provided,
>>> and this is what I get: bumps *are* visible!
>>>
>>> --
>>> Thomas
>>
>> This whole thing really reminds me of:
>>
http://1.bp.blogspot.com/-IFTXBJQc0UU/VIHkNM5jKkI/AAAAAAAA2F8/yyWnsQBHmO4/s1600/gah1.jpg
>>
>>
>> Since it's from the 80's, maybe Yadgar will join this thread ;) :D
>>
>
> Close Encounters of the Third(?) Kind? :-)
>
That's what I was thinking.
I thought that they would be earlier than the 80's.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 7/26/2017 12:55 PM, Thomas de Groot wrote:
> > Close Encounters of the Third(?) Kind? :-)
Close. "The Greatest American Hero"
(With Robert Culp from I Spy (!) :O )
> That's what I was thinking.
>
> I thought that they would be earlier than the 80's.
Yes, but only slightly. 1977
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On 7/26/2017 2:58 PM, Bald Eagle wrote:
> Stephen <mca### [at] aol com> wrote:
>> On 7/26/2017 12:55 PM, Thomas de Groot wrote:
>
>>> Close Encounters of the Third(?) Kind? :-)
>
> Close. "The Greatest American Hero"
> (With Robert Culp from I Spy (!) :O )
>
>> That's what I was thinking.
>>
>> I thought that they would be earlier than the 80's.
>
> Yes, but only slightly. 1977
>
Whoosh! That went completely over my head. Not only have I never heard
of the movie. The image looked like a neon tube mounted in an old
fashioned lampshade.
--
Regards
Stephen
Post a reply to this message
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Am 26.07.2017 um 16:44 schrieb Stephen:
> Whoosh! That went completely over my head. Not only have I never heard
> of the movie. The image looked like a neon tube mounted in an old
> fashioned lampshade.
Given the state-of-the-art special effects back then, maybe it /was/ a
neon tube mounted in an old fashioned lampshade after all ;)
Post a reply to this message
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On 26.07.2017 07:28, Thomas de Groot wrote:
> On 26-7-2017 13:20, Thomas de Groot wrote:
>> On 26-7-2017 2:01, Sven Littkowski wrote:
>>> Latest Scene Code, Latest Bump, Latest Result
>>> (still no bumps)
>>>
>>
>> I didn't change anything to your code and used the bump map provided,
>> and this is what I get: bumps *are* visible!
>>
>
> Not entirely true ;-)
>
> I added:
>
> global_settings {
> assumed_gamma 1.0
> }
>
> which was demanded by your kolors.inc (and for obvious reasons when
> using version 3.7) and I provided a uniform red colour texture for the
> balloon (as an image_map).
>
I am not understanding this. I added the assumed gamma (but kept the
texture as it is), and still nothing of the bump shows! I really want to
use an images as texture. Please try my scene with the assumed gama, and
post the resulting image.
I am attaching the scene code, the bump image, and the resulting scene
image.
------------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
assumed_gamma 1.0
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
bump_size 0.02
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
bump_size 0.04
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale < 1.0, 1.5*MyRadius, 1.0 >
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside hollow }
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings.png' (172 KB)
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'

Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

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On 26.07.2017 10:47, clipka wrote:
> Am 26.07.2017 um 16:44 schrieb Stephen:
>
>> Whoosh! That went completely over my head. Not only have I never heard
>> of the movie. The image looked like a neon tube mounted in an old
>> fashioned lampshade.
>
> Given the state-of-the-art special effects back then, maybe it /was/ a
> neon tube mounted in an old fashioned lampshade after all ;)
>
Coming back into the cinemas. Alas they did not add the latest effects
and spaceship designs to that great movie. I've seen the original movie.
Great movie.
---------
Still not getting any bumps, feeling very frustrated now. I want to keep
my texture image file, not replacing it with a single color.
Attached are scene code, bump image, and resulting bump-less scene
image. Are you people getting bumps the way it is?
--------------------
#version 3.7;
#include "kolors.inc"
#include "finish.inc"
#include "textures.inc"
#declare MyRadiosity = off;
//#declare MyBackground = "SL_Space_Scene_003"; // Wormhole /
SL_Space_Scene_003 /
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
assumed_gamma 1.0
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare LightDiameter = 10000.0;
#declare LightDistanceX = -500000.0; // X = Left - Right
#declare LightDistanceY = 1000000.0; // Y = Up - Down
#declare LightDistanceZ = -100000.0; // Z = Front - Back
#declare LightRotate = 36.0;
#declare MyLight = 0.125;
camera
{
location < -000.0, 400.0, -500.0 >
look_at < 0.0, -200.0, 0.0 >
right 1.77*x
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
light_source
{
< 2500.0, 2500.0, 500.0 > //< 2500.0, 2500.0, 5000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *1.5 // bright!?
area_light x*100,z*100,5,5 circular orient
area_illumination
}
/*
light_source
{
< -50.0, 50.0, 0.0 >
rgb < 0.3, 0.4, 0.8 > *1.1
}
*/
/*
#declare MyLight = light_source
{
< -1000.0, 1000.0, 1000.0 >
rgb < 0.72265625, 0.8046875, 0.80859375 > *0.25
// spotlight
// point_at < 0.0, 25.0, 100.0 >
// falloff 100.0
// radius 10.0
// fade_distance 50.0
// fade_power 4
}
union
{
object { MyLight rotate < 0.0, 000.0, 0.0 > }
object { MyLight rotate < 0.0, 036.0, 0.0 > }
object { MyLight rotate < 0.0, 072.0, 0.0 > }
object { MyLight rotate < 0.0, 108.0, 0.0 > }
object { MyLight rotate < 0.0, 144.0, 0.0 > }
object { MyLight rotate < 0.0, 180.0, 0.0 > }
object { MyLight rotate < 0.0, 216.0, 0.0 > }
object { MyLight rotate < 0.0, 252.0, 0.0 > }
object { MyLight rotate < 0.0, 288.0, 0.0 > }
object { MyLight rotate < 0.0, 324.0, 0.0 > }
translate < -1000.0, 0000.0, -1000.0 >
}
*/
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare MyRadius = 200.0;
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare PositiveBump = normal
{
bump_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon BumpMap.png"
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
bump_size 0.02
}
#declare NegativeBump = normal
{
bump_map { png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher -
Balloon - Type 001 - Moon Runnings - Balloon BumpMap.png" map_type 0
interpolate 2 }
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale -MyRadius*2
bump_size 0.04
}
#declare MyOuterBalloonFinish = finish
{
// reflection 0.00
crand 0.10
}
#declare MyInnerBalloonFinish = finish
{
brilliance 1.50
phong albedo 0.05
metallic 0.00
ambient 0.00
emission 0.00
reflection 0.50
}
#declare MyOuterBalloonTexture = texture
{
pigment
{
image_map
{
png "H:\My Documents\My Pictures\POV-Ray\Space - Launcher - Balloon -
Type 001 - Moon Runnings - Balloon Texture.png"
gamma 1
map_type 0
interpolate 2
once
}
translate -0.5
rotate < 90.0, 0.0, 0.0 >
scale MyRadius*2
}
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale < 1.0, 1.5*MyRadius, 1.0 >
}
finish { MyOuterBalloonFinish }
}
#declare MyInnerBalloonTexture = texture
{
pigment { color rgb < 0.7686275, 0.7607843, 0.7333333 > }
normal
{
gradient y
normal_map
{
[ 0.175 PositiveBump ]
[ 0.175 NegativeBump ]
}
scale <1,1.5*MyRadius,1>
}
finish { MyInnerBalloonFinish }
}
//
---------------------------------------------------------------------------
-------------------------------------------------------
#declare UpperBalloonShape = torus // Balloon Radius: 175 m /
Launcher Radius: 10 m
{
95.0, 105.0
scale < 1.0, 0.5, 1.0 >
}
#declare LowerBalloonShape = difference
{
sphere { < 0.0, 0.0, 0.0 > MyRadius }
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 175.001, 0.0 > MyRadius+0.001 }
scale < 1.0, 1.5, 1.0 >
}
#declare MyBalloonHullOutside = union
{
object { UpperBalloonShape }
object { LowerBalloonShape }
texture { MyOuterBalloonTexture }
}
#declare MyBalloonHull = difference
{
object { MyBalloonHullOutside hollow }
cylinder // Launcher Openings
{
< 0.0, -((MyRadius*1.5)+0.001), 0.0 > < 0.0, (MyRadius+0.001), 0.0 > 3.5
texture { MyInnerBalloonTexture }
}
}
#declare Launcher = difference
{
union
{
#declare MyLength = 10.0;
#declare MyHeight = 0.0;
#declare MyTop = 35.0;
cylinder { < 0.0, -((MyRadius*1.5)+30.0), 0.0 > < 0.0, MyTop, 0.0 >
3.5 }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 000.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 045.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 090.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 135.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 180.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 225.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 270.0, 0.0 > }
box { < MyLength, -MyHeight, -0.1 > < -MyLength, MyTop, 0.1 > rotate <
0.0, 315.0, 0.0 > }
}
cylinder { < 0.0, -((MyRadius*1.5)+30.001), 0.0 > < 0.0, MyTop+0.001,
0.0 > 3.3 }
pigment { color rgb 1.0 }
}
#declare DoublePositionLight = union
{
union
{
cylinder { < 0.0, 0.0, 2.5 > < 10.0, 0.0, 2.5 > 0.20 }
cylinder { < 0.0, 0.0, -2.5 > < 10.0, 0.0, -2.5 > 0.20 }
pigment { color rgb < 0.05, 0.05, 0.05 > }
finish { MyOuterBalloonFinish }
}
union
{
sphere { < 10.0, 0.0, 2.5 > 0.35 }
sphere { < 10.0, 0.0, -2.5 > 0.35 }
pigment { color rgbf < 1.0, 0.0, 0.0, 0.5 > }
finish { ambient rgb < 0.3, 0.1, 0.1 > }
}
union
{
light_source
{
< 10.0, 0.0, 2.5 >
rgb < 0.7, 0.0, 0.0 > *10.0
fade_distance 50.0
fade_power 4
}
light_source
{
< 10.0, 0.0, -2.5 >
rgb < 0.7, 0.0, 0.0 > *1.0
fade_distance 50.0
fade_power 4
}
}
}
#declare PositionLights = union
{
#declare MyDistance = MyRadius-0.1;
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 000.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 045.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 090.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 135.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 180.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 225.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 270.0, 0.0 > }
object { DoublePositionLight translate < MyDistance, 0.0, 0.0 > rotate
< 0.0, 315.0, 0.0 > }
}
union
{
object { MyBalloonHull }
object { Launcher }
object { PositionLights }
}
background { rgb < 0.02392157, 0.03490196, 0.04627451 > }
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Attachments:
Download 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png' (201 KB)
Download 'space - launcher - balloon - type 001 - moon runnings.png' (172 KB)
Preview of image 'space - launcher - balloon - type 001 - moon runnings - balloon bumpmap.png'

Preview of image 'space - launcher - balloon - type 001 - moon runnings.png'

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Stephen <mca### [at] aol com> wrote:
> Whoosh! That went completely over my head. Not only have I never heard
> of the movie. The image looked like a neon tube mounted in an old
> fashioned lampshade.
https://en.wikipedia.org/wiki/The_Greatest_American_Hero
Pretty sure it was lights on the bottom of a hot air balloon, which is why this
reminds me so much of it.
https://www.youtube.com/watch?v=e9Q3orQhEcA
Maybe Sven needs to add some light sources to the scene... :D
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Am 26.07.2017 um 17:46 schrieb Sven Littkowski:
> On 26.07.2017 10:47, clipka wrote:
>> Am 26.07.2017 um 16:44 schrieb Stephen:
>>
>>> Whoosh! That went completely over my head. Not only have I never heard
>>> of the movie. The image looked like a neon tube mounted in an old
>>> fashioned lampshade.
>>
>> Given the state-of-the-art special effects back then, maybe it /was/ a
>> neon tube mounted in an old fashioned lampshade after all ;)
>>
> Coming back into the cinemas. Alas they did not add the latest effects
> and spaceship designs to that great movie. I've seen the original movie.
> Great movie.
>
> ---------
>
> Still not getting any bumps, feeling very frustrated now. I want to keep
> my texture image file, not replacing it with a single color.
At the moment, all seems to point at the pigment definition as the
culprit, as that's the only relevant thing we've always changed. You
should at least /try/ it with a plain pigment, to either confirm or
refute this theory.
If you can confirm it, we know that's what we have to examine further;
in that case you'll probably want to post the image map at last, so that
we can see what might be so special about it.
Otherwise we can be sure that it's a red herring, and that we have to
dig someplace else.
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Am 26.07.2017 um 18:37 schrieb Bald Eagle:
> https://www.youtube.com/watch?v=e9Q3orQhEcA
You know you'll be going straight to The Hague for posting this, right?
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I believe what's going on is your image map is too dark and there's no specular
highlight or phone home and load in your outer finish statement.
I'm not home to test that theory out.
Bob
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