POV-Ray : Newsgroups : povray.binaries.images : Texture demo - rock wall Server Time
3 Oct 2024 15:11:06 EDT (-0400)
  Texture demo - rock wall (Message 1 to 8 of 8)  
From: Robert Dawson
Subject: Texture demo - rock wall
Date: 13 Jan 2000 09:38:16
Message: <387de358@news.povray.org>
Here's a scene demoing a rock wall texture using MegaPOV. (Code below....)
It isn't perfect - note the horizontal surface in the foreground - but it
works pretty well on most surfaces.
There is room for improvement; in particular, instead of one basic rock in a
lot of colors, -some of which end up looking a little like that colored
concrete that was fashionable in 1960's suburbia- one could use "blotches"
(or "crackle solid")  with a pigment_map with four or five well-defined
stone types at /*A*/.

    Spider - you can consider this as a response to your "favorite texture"
question!

    -Robert Dawson

#declare RoughStone = texture{

             pigment{crackle pigment_map
                   {[0.08 granite scale 0.2 color_map
                           {[0.5 rgb 0.8]
                            [0.8 rgb 0.2]
                           }]
                    [0.08 average pigment_map     /*A*/
                                {[0.2 granite]
                                 [0.8 blotches  color_map
                                        {[0.0 rgb 1]
                                         [0.7 rgb <0.8,0.6,0.6>]
                                         [0.8 rgb <0.8,0.75,0.5>]
                                         [0.9 rgb 0.3]
                                        }]
                                } ] }
                }

        normal {average normal_map {
                        [ 0.6 crackle 2 slope_map
                               {[0.0 <0,0>]
                                [0.08 <0,0>]
                                [0.08 <0,1>]
                                [0.7 <1,0>]

                               }]
                        [0.4 granite 1.5 ]}
             }
        finish { ambient 0.05 diffuse 0.95}
        }


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Attachments:
Download 'Blocky.jpg' (49 KB)

Preview of image 'Blocky.jpg'
Blocky.jpg


 

From: Remco de Korte
Subject: Re: Texture demo - rock wall
Date: 13 Jan 2000 11:05:28
Message: <387DF739.E9420936@xs4all.nl>
Robert Dawson wrote:
> 
> Here's a scene demoing a rock wall texture using MegaPOV. (Code
> below....)
> It isn't perfect - note the horizontal surface in the foreground - but
> it
> works pretty well on most surfaces.
> There is room for improvement; in particular, instead of one basic
> rock in a
> lot of colors, -some of which end up looking a little like that
> colored
> concrete that was fashionable in 1960's suburbia- one could use
> "blotches"
> (or "crackle solid")  with a pigment_map with four or five
> well-defined
> stone types at /*A*/.
> 
>     Spider - you can consider this as a response to your "favorite
> texture"
> question!
> 
>     -Robert Dawson
> 
> #declare RoughStone = texture{
> 
>              pigment{crackle pigment_map
>                    {[0.08 granite scale 0.2 color_map
>                            {[0.5 rgb 0.8]
>                             [0.8 rgb 0.2]
>                            }]
>                     [0.08 average pigment_map     /*A*/
>                                 {[0.2 granite]
>                                  [0.8 blotches  color_map
>                                         {[0.0 rgb 1]
>                                          [0.7 rgb <0.8,0.6,0.6>]
>                                          [0.8 rgb <0.8,0.75,0.5>]
>                                          [0.9 rgb 0.3]
>                                         }]
>                                 } ] }
>                 }
> 
>         normal {average normal_map {
>                         [ 0.6 crackle 2 slope_map
>                                {[0.0 <0,0>]
>                                 [0.08 <0,0>]
>                                 [0.08 <0,1>]
>                                 [0.7 <1,0>]
> 
>                                }]
>                         [0.4 granite 1.5 ]}
>              }
>         finish { ambient 0.05 diffuse 0.95}
>         }
> 
>  [Image]

I don't know about the rock texture (the edges seem too sharp) but I
like the scene. Perhaps a bit too bright. I'd like to see it from other
POVs.

Remco


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From: Bill DeWitt
Subject: RockWall Isosurface
Date: 13 Jan 2000 15:21:56
Message: <387e33e4@news.povray.org>
Or you could use a isosurface...

This is just a simple crackle pigment_map, as you can see it needs some
fixing, since some of the stones are not even attached to the wall 8-)


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Attachments:
Download 'WallTexture.jpg' (44 KB)

Preview of image 'WallTexture.jpg'
WallTexture.jpg


 

From: Chris Huff
Subject: Re: RockWall Isosurface
Date: 13 Jan 2000 17:12:17
Message: <chrishuff_99-BBE724.17123613012000@news.povray.org>
In article <387e33e4@news.povray.org>, "Bill DeWitt" 
<the### [at] earthlinknet> wrote:

> This is just a simple crackle pigment_map, as you can see it needs some
> fixing, since some of the stones are not even attached to the wall 8-)

This can be fixed by leaving one dimension out, like func(x, y, 0). 
Unfortunately this makes it behave like a height field, the bumps only 
go in and out with no sideways bumps. This might be corrected by using 
noise3d or another pigment function.

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Bill DeWitt
Subject: Re: RockWall Isosurface
Date: 13 Jan 2000 17:25:59
Message: <387e50f7@news.povray.org>
I meant to include the relevant portion of the file...

/// Begin
#declare Wall = function { pigment { Stones } }

isosurface { function ( z-Wall(x,y,z)*0.1)
                  sign 1 eval
                  accuracy .005
             texture { pigment { Stones2 } }
             scale < 3.0, 1.0, 1.0 >
           }

/// End

"Chris Huff" <chr### [at] yahoocom> wrote :
>
> This can be fixed by leaving one dimension out, like func(x, y, 0).
>

    I'll see what that does...


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From: David Fontaine
Subject: Re: RockWall Isosurface
Date: 13 Jan 2000 19:22:41
Message: <387E69D8.B13E277D@faricy.net>
I guess what we need now is a normal-displacement patch of some sort.

--
Homepage: http://www.faricy.net/~davidf/
___     ______________________________
 | \     |_       <dav### [at] faricynet>
 |_/avid |ontaine      <ICQ 55354965>


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From: rico
Subject: Re: RockWall Isosurface
Date: 14 Jan 2000 12:57:34
Message: <MPG.12e910e931e299de98968b@news.povray.org>
In article <387E69D8.B13E277D@faricy.net>, dav### [at] faricynet says...
> I guess what we need now is a normal-displacement patch of some sort.

	YES!!!  PLEASE?  This is what I was asking about in my post to 
unofficial.patches.  Stumbling around with the ISOsurface functions 
trying to match the shape of my CSG object is frustrating, to say the 
least.  Being able to apply random bumps to a normal that actually 
displace the object would be much easier for me to use.

Rich


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From: Steve
Subject: Re: RockWall Isosurface
Date: 16 Jan 2000 23:50:04
Message: <slrn884v83.13a.sjlen@zero-pps.localdomain>
>Or you could use a isosurface...


That wall looks real if it wasant for the odd stone
hovering just outside the wall.


-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps


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