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While looking for something simple to model with POV in order to learn how
to use it, I came across my game of Go lying on the floor. My goal is to
model a full Go board but, as someone has to start somewhere, I began with
the Go stones (actually a squeezed sphere). Here is the result for remarks
and comments !
Sylvain
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![pierres.jpg](/povray.binaries.images/attachment/%3Cweb.426026a83c43ea1a6449440c0%40news.povray.org%3E/pierres.jpg?ttop=441697&toff=5400&preview=1)
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"Sylvain" <rem### [at] laposte net> wrote:
> While looking for something simple to model with POV in order to learn how
> to use it, I came across my game of Go lying on the floor. My goal is to
> model a full Go board but, as someone has to start somewhere, I began with
> the Go stones (actually a squeezed sphere). Here is the result for remarks
> and comments !
> Sylvain
I don't know about your set, but my Go set has little ridges around the
stones 'equators' as if they have been made in two bits. Have you tried
constructing the stones from two intersecting squished spheres rather than
just one? Might make them look a little more physical. Also they will
have been handled by human hands and the greasy marks on them will lead to
variations in the coefficients of specular roughness across their surfaces.
Tried making a variegated 'finish' with small deviations in this?
L
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"Loki" <nomail@nomail> wrote:
> "Sylvain" <rem### [at] laposte net> wrote:
> > While looking for something simple to model with POV in order to learn how
> > to use it, I came across my game of Go lying on the floor. My goal is to
> > model a full Go board but, as someone has to start somewhere, I began with
> > the Go stones (actually a squeezed sphere). Here is the result for remarks
> > and comments !
> > Sylvain
>
> I don't know about your set, but my Go set has little ridges around the
> stones 'equators' as if they have been made in two bits. Have you tried
> constructing the stones from two intersecting squished spheres rather than
> just one? Might make them look a little more physical. Also they will
> have been handled by human hands and the greasy marks on them will lead to
> variations in the coefficients of specular roughness across their surfaces.
> Tried making a variegated 'finish' with small deviations in this?
>
> L
> -
Thanks Loki. By the way, the plane texture is copied from your "sphere on
checkered plane" picture !
My set has ridges too, but it is made of plastic and I thought the stone
sets were smoother. Your remark about the greasy marks sounds great, but I
don't get how to make the variations in the coefficients of specular
roughness (I am still quite a beginner in textures). The texture for the
black stones is simply :
normal { crackle scale <0.3,0.1,0.3>*0.1 turbulence 0.2 }
finish { phong 1 phong_size 15 }
Should I use layered finish or something like that ?
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> Thanks Loki. By the way, the plane texture is copied from your "sphere on
> checkered plane" picture !
> My set has ridges too, but it is made of plastic and I thought the stone
> sets were smoother. Your remark about the greasy marks sounds great, but I
> don't get how to make the variations in the coefficients of specular
> roughness (I am still quite a beginner in textures). The texture for the
> black stones is simply :
>
> normal { crackle scale <0.3,0.1,0.3>*0.1 turbulence 0.2 }
> finish { phong 1 phong_size 15 }
>
> Should I use layered finish or something like that ?
I've knocked up the attached image to show you what I mean. It's not great
because I haven't really done any detail on the texture, but you can see
the effect I was referring to.
The texture is made by creating two textures which vary only in their
reflective and specular properties, then making a texture which is a bozo
pattern of the two things. Obviously you can do better with a more careful
map, but I just wanted to show you that general technique. Here's the SDL:
#declare F1_WSTONE = texture {
pigment {
color rgb 0.9
}
finish {
ambient 0
diffuse 1
specular 0.35
roughness 0.01
reflection { 0.1,0.3 exponent 0.5 }
}
}
#declare F2_WSTONE = texture {
pigment {
color rgb 0.9
}
finish {
ambient 0
diffuse 1
specular 0.25
roughness 0.075
reflection { 0.05,0.15 exponent 0.5 }
}
}
#declare T_WSTONE = texture {
bozo
texture_map {
[0 F1_WSTONE]
[1 F2_WSTONE]
}
turbulence 0.5
scale 0.1
warp { turbulence 1 }
scale <1,1,0.5>
rotate <20,40,70>
}
It's very basic and doesn't really show off the result as well as it might -
it'd probably look better on a black stone actually - but that's the basic
idea. Also the stone is a bit too reflective in my test, it looks a bit
metallic, but you can modify that easily along with the specular properties
as you need them. I've used this technique before to produce a 'handled'
look on metal objects which would have worn and/or greasy spots through
contact with skin. Just adds a little more realism and stops the textures
looking so clean.
I've also done the stone as two domes as I mentioned before. That's:
#declare MR = 0.025;
#declare R = 0.575;
#declare STONE = object {
intersection {
sphere {
y*MR,R
}
sphere {
-y*MR,R
}
}
translate y*0.55
scale <1,0.5,1>
}
Anyway, hopefully that'll give you some inspiration on texturing. It's just
one of those things, the more attention to detail you use the less CG the
effect.
L
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![refldiff.jpg](/povray.binaries.images/attachment/%3Cweb.4262819b4b65755a2c1bc230%40news.povray.org%3E/refldiff.jpg?ttop=441697&toff=5400&preview=1)
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"Loki" <nomail@nomail> wrote in message
news:web.4262819b4b65755a2c1bc230@news.povray.org...
> It's not great
is too!!
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Thank you for your advices and pieces of code ! I think it will take some
time before I get a grip on those techniques ! I tried to test a couple of
options and it looks better (at least I hope...). There is still a long way
to go.
SL
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Download 'pierres.jpg' (20 KB)
Preview of image 'pierres.jpg'
![pierres.jpg](/povray.binaries.images/attachment/%3Cweb.4263f3994b65755fb802eaf0%40news.povray.org%3E/pierres.jpg?ttop=441697&toff=5400&preview=1)
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"Sylvain" <rem### [at] laposte net> wrote:
> Thank you for your advices and pieces of code ! I think it will take some
> time before I get a grip on those techniques ! I tried to test a couple of
> options and it looks better (at least I hope...). There is still a long way
> to go.
> SL
Looks a lot better I think - the stones look used, slightly rough and, well,
handled somehow. One thing though, did you apply the texture to each stone
at the origin and then translate it to position? Reason I ask is that the
variations look the same on all the stones. Might be my eyes playing up or
a coincidence, but if you did it that way, try this instead: create a union
of all the black stones in the positions you want them, then apply the
black texture to the whole group. Do the same with all the white ones.
That's because the textures are procedural, so if you have two object
created at the origin, textured then moved, they will have identical
textures. Sometimes that's what you want, but more often you want them all
to be different, so you have to create the object, move it, and then
texture it.
Generally though I much prefer the look of these stones compared to the
previous ones. In the first image they were obviously just CG shapes, they
were too 'perfect.' In the second example you posted they look much more
physical.
L
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Yes, I textured the stones, rotated each of them around the y axis by a
different angle and then translated them. In this close-up, I created a
union of stones, and then textured them. It's amazing the amount of work a
simple object can give you ! I wonder how people manage to finish an entire
scene :o)
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![pierres.jpg](/povray.binaries.images/attachment/%3Cweb.4264a2864b657558a4725200%40news.povray.org%3E/pierres.jpg?ttop=441697&toff=5400&preview=1)
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"Sylvain" <rem### [at] laposte net> schreef in bericht
news:web.4264a2864b657558a4725200@news.povray.org...
> Yes, I textured the stones, rotated each of them around the y axis by a
> different angle and then translated them. In this close-up, I created a
> union of stones, and then textured them. It's amazing the amount of work a
> simple object can give you ! I wonder how people manage to finish an
entire
> scene :o)
>
Very nice, Sylvain!
It's just me, but I imagine them filled with chocolate.....yum yum!!
Thomas
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> "Sylvain" <rem### [at] laposte net> schreef in bericht
> news:web.4264a2864b657558a4725200@news.povray.org...
> > Yes, I textured the stones, rotated each of them around the y axis by a
> > different angle and then translated them. In this close-up, I created a
> > union of stones, and then textured them. It's amazing the amount of work a
> > simple object can give you ! I wonder how people manage to finish an
> entire
> > scene :o)
> >
> Very nice, Sylvain!
>
> It's just me, but I imagine them filled with chocolate.....yum yum!!
>
> Thomas
That's why I never got any good at Go. It's not the difficulty of the game,
it's resisting eating the pieces!
L
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