POV-Ray : Newsgroups : povray.binaries.images : Subject: Re: First Post. Server Time
8 Aug 2024 14:16:46 EDT (-0400)
  Subject: Re: First Post. (Message 1 to 9 of 9)  
From: Mike Williams
Subject: Subject: Re: First Post.
Date: 15 Jul 2005 03:55:39
Message: <42d76bfb@news.povray.org>
I managed to create a procedural version that has the black grout lines
between the tiles. The "scale 1.0472" was determined by trial and error,
looking at a region 5000 units away from the origin to magnify the
discrepancies. I guess that 1.0472 should really be some expression
containing things like pi and sin(pi/3), but I can't work it out.


Post a reply to this message


Attachments:
Download 'HexTiles.jpg' (155 KB)

Preview of image 'HexTiles.jpg'
HexTiles.jpg


 

From: Mike Williams
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 03:58:04
Message: <zhK$3DABy21CFw+X@econym.demon.co.uk>
Wasn't it Mike Williams who wrote:
>I managed to create a procedural version that has the black grout lines
>between the tiles. The "scale 1.0472" was determined by trial and error,
>looking at a region 5000 units away from the origin to magnify the
>discrepancies. I guess that 1.0472 should really be some expression
>containing things like pi and sin(pi/3), but I can't work it out.

The source (with the "1.0472" to which I was referring) looks like this:

#version 3.6;
global_settings {assumed_gamma 1.0}
camera {location  <0,20,-30> look_at <0,0,0> angle 40}
background {rgb 1}
light_source {<-30, 100, -30> color rgb 1}
// ----------------------------------------

#include "colors.inc"
#include "stones.inc"
#include "functions.inc"

#declare T1 = texture {T_Stone20 scale 5} // Texture for hexagons
#declare T2 = texture {T_Stone17 scale 2} // texture for triangle centre
#declare T3 = texture {pigment {rgb 0}}   // texture for grout

// combined triangle and grout
#declare T4 =   texture {function {f_hex_y(x,z,y,0)}
  texture_map {[0.03 T3][0.03 T2]}
  rotate y*30
  scale 1.0472
}

#declare S=sin(pi*1/3);
#declare C=cos(pi*1/3);

plane {y,0
  texture {function {(sin(x-pi/2) * sin(x*C+z*S) * sin(x*C-z*S))/2}
    texture_map { [0.5 T1][0.5 T4] }
  }
}

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: Ed Jackson
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 09:55:01
Message: <web.42d7bee7105a1265437d093a0@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.

I haven't sat and pondered your geometry, but it's probably worth noting
that pi/3 = 1.04719755.   :)

  -Ed


Post a reply to this message

From: Bonsai
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 10:07:07
Message: <42d7c30b$1@news.povray.org>
Wow, when you scroll the message up and down you get an zoom effect. 
First I thought I've had too much coffee. %-)

So long,

Bonsai

-- 
<--------------------------->
    ___ __ __  _ ___ ___  _
   | _ )  \  \( )  _) _ )( )
   | _ \() |\ \ |\ \/ _ \| |
   |___/__/_)\__)___)/ \_)_)

        www.b0n541.net
<--------------------------->


Post a reply to this message

From: Ross
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 10:56:11
Message: <42d7ce8b$1@news.povray.org>
"Bonsai" <bon### [at] b0n541net> wrote in message
news:42d7c30b$1@news.povray.org...
> Wow, when you scroll the message up and down you get an zoom effect.
> First I thought I've had too much coffee. %-)
>
> So long,
>
> Bonsai
>

that's what I was just doing :) but havn't had any of my coffee yet.


Post a reply to this message

From: Jim Charter
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 11:10:07
Message: <42d7d1cf$1@news.povray.org>
Ross wrote:
> "Bonsai" <bon### [at] b0n541net> wrote in message
> news:42d7c30b$1@news.povray.org...
> 
>>Wow, when you scroll the message up and down you get an zoom effect.
>>First I thought I've had too much coffee. %-)
>>
>>So long,
>>
>>Bonsai
>>
> 
> 
> that's what I was just doing :) but havn't had any of my coffee yet.
> 
> 
it nearly made me spill my coffee


Post a reply to this message

From: James Evans
Subject: Re: Subject: Re: First Post.
Date: 15 Jul 2005 13:20:00
Message: <web.42d7efb1105a1265df8b4fdf0@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.

Wow! Once again I am amazed what those of you with experience can do to an
image. The tiles look amazing, much better than mine, and the source is
much easier. Thanks for making the image, it helped me learn a new
technique.
~ James


Post a reply to this message

From: PM 2Ring
Subject: Re: Subject: Re: First Post.
Date: 18 Jul 2005 03:05:02
Message: <web.42db534a105a1265ad93754b0@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles.

I also managed to create a version with grout, and I found a cute way to get
a nice curved normal by using the negative reciprocal of your function.

I'll post the results tonight, if I get time.

These stones.inc textures look pretty, but they aren't much good for anims,
since they contain crand. :(


Post a reply to this message

From: PM 2Ring
Subject: Re: Subject: Re: First Post.
Date: 18 Jul 2005 05:10:01
Message: <web.42db70b2105a12654307bcfb0@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote:
> I managed to create a procedural version that has the black grout lines
> between the tiles. The "scale 1.0472" was determined by trial and error,
> looking at a region 5000 units away from the origin to magnify the
> discrepancies. I guess that 1.0472 should really be some expression
> containing things like pi and sin(pi/3), but I can't work it out.

Here's my version.

// Persistence of Vision Ray Tracer Scene Description File
//
// Tile pigment & normal from a function. Based on code from:
//
// From: Mike Williams
// Subject: Re: First Post.
// Date: 13 Jul 2005 18:23:50
// Message: <F1Q### [at] econymdemoncouk>
//
// -f -a0.4 +AM2 +R2
// -D +A0.1 +AM2 +R3
// -D +A0.15 +AM2 +R4
//

#version 3.6;

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}

#include "colors.inc"
#include "stones1.inc"

// ---Textures-----------------------------

#declare Ang = pi*2/3;
#declare S=sin(Ang);
#declare C=cos(Ang);

#declare f_Tile = function {sin(x-pi/2) * sin(x*C+z*S) * sin(x*C-z*S) / 4}

#declare GW = 0.0025;
#declare NTile = normal{function{-0.75*GW/abs(f_Tile(x,y,z))}}

//------------- White Marble with gray veining. Note: some of these textures
contain crand!!!

#declare T_Stone17 =
texture{T_Grnt20 scale <1, 2, 2> rotate <0, 0, -30>
        finish{ambient 0.2 diffuse 0.9} normal{NTile 2 scale 1/2 }
}
texture{T_Grnt8a scale <2.5, 4.5, 3.5> rotate <0, 0, 40>
        finish{phong 1.0 phong_size 90}
}
texture{T_Crack3 scale <1, 2, 1.4> rotate <10, 0, -20>
        finish{phong 1.0 phong_size 90  reflection 0.1}
}

//------------- Brown & Olive Marble. Now without white veining
#declare T_Stone20 =
texture{T_Grnt27 scale <0.7, 0.99, 0.7> rotate <0, 0, 40> normal{NTile 5
scale 1/5 }}
texture{T_Grnt12a scale <1, 1.3, 2> rotate <0, 0, 40>}
texture{T_Crack1 scale <1, 0.6, 1> rotate <10, 0, -20>
        finish{phong 1.0 phong_size 90 reflection 0.1}
}

#declare TGrout =
texture{
  pigment{rgb 1.125}
  finish{ambient 0.05 diffuse 0.95}
  normal{granite .2 scale .080 bump_size .275}
}

#declare T0 = texture {TGrout scale 1 }  // texture for grout
#declare T1 = texture {T_Stone20 scale 5 }  // Texture for hexagons
#declare T2 = texture {T_Stone17 scale 2 }  // texture for triangles

#declare TFloor =
texture {
  function{f_Tile(x,y,z)}
  texture_map { [.5-GW T2][.5-GW T0][.5+GW T0][.5+GW T1] } phase .5
}

#declare TMetal =
texture {
  pigment {rgb <0.95,0.95,1.0>*.9}
  finish{
    diffuse 0.15 ambient 0.0
    specular 0.50 roughness 1e-5
    reflection {0.55,0.65 metallic}
    conserve_energy
  }
}

// ---Objects------------------------------

#declare Floor =
plane {y,0
  texture {
    //TGrout
    TFloor
    scale .5
  }
}

// reflective post
#declare BRad = 0.25;
#declare PY = 5;
#declare Post = cylinder{0, y*PY*BRad, BRad texture {TMetal}}

// ---Scene--------------------------------

camera {
  location  <0.0, 4, -8> * 1
  look_at   -y*.5
  angle 36
  right     x*image_width/image_height up y
  direction z
}

light_source {<-30, 30, -30> rgb 1}

#if(0)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}
#end

object{Floor}
//object{Post}

// ----------------------------------------


Post a reply to this message


Attachments:
Download 'functileb1.jpg' (131 KB)

Preview of image 'functileb1.jpg'
functileb1.jpg


 

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