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Was toying with doing some macro-generated meshes. Uses HDRI-based
lighting.
For full size and the full series of 5 wallpapers (5 different lighting
environments):
1/5) http://www.deviantart.com/deviation/43139721/
2/5) http://www.deviantart.com/deviation/43139745/
3/5) http://www.deviantart.com/deviation/43139767/
4/5) http://www.deviantart.com/deviation/43139787/
5/5) http://www.deviantart.com/deviation/43139810/
-tgq
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Attachments:
Download 'corrosion.01 (medium).jpg' (26 KB)
Preview of image 'corrosion.01 (medium).jpg'
![corrosion.01 (medium).jpg](/povray.binaries.images/attachment/%3Cweb.455c66735841d0c5c150d4c10%40news.povray.org%3E/corrosion.01%20%28medium%29.jpg?ttop=443866&toff=4150&preview=1)
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An interesting idea! Hmm, make the corrosion looking rougher, maybe
(crand?). And distribute it more unequal, not so many small spots all over,
but somewhere some bigger ones, somewhere some smaller ones. Unequal just.
Some side heavier, some side lesser.
I am very interested to see how it goes on!
Greetings,
Sven
"Trevor G Quayle" <Tin### [at] hotmail com> schrieb im Newsbeitrag
news:web.455c66735841d0c5c150d4c10@news.povray.org...
> Was toying with doing some macro-generated meshes. Uses HDRI-based
> lighting.
>
> For full size and the full series of 5 wallpapers (5 different lighting
> environments):
> 1/5) http://www.deviantart.com/deviation/43139721/
> 2/5) http://www.deviantart.com/deviation/43139745/
> 3/5) http://www.deviantart.com/deviation/43139767/
> 4/5) http://www.deviantart.com/deviation/43139787/
> 5/5) http://www.deviantart.com/deviation/43139810/
>
>
> -tgq
>
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote:
> An interesting idea! Hmm, make the corrosion looking rougher, maybe
> (crand?). And distribute it more unequal, not so many small spots all over,
> but somewhere some bigger ones, somewhere some smaller ones. Unequal just.
> Some side heavier, some side lesser.
>
> I am very interested to see how it goes on!
>
> Greetings,
>
> Sven
Thanks. Its just an automatically generated mesh with surface deformation
based on a given pattern (granite is used here). The rust texture itself is
not the best and needs a little work. I'll post the code when I can get it
cleaned up a bit if you'd like to have a look.
-tgq
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Looks very good..... it would be nice to see this surface used in a
"real-life" scene.
Are the macros used your own? Did you import the original mesh? Id like
to see this kind of deformation implemented into the official release of
POV.
~Sam
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Samuel Benge <stb### [at] hotmail com> wrote:
> Looks very good..... it would be nice to see this surface used in a
> "real-life" scene.
>
> Are the macros used your own? Did you import the original mesh? Id like
> to see this kind of deformation implemented into the official release of
> POV.
>
> ~Sam
Thanks!
The macros are my own. The lighting is an HDRI-based lighting macro I've
been fiddling with for ages (and still promise to post at some point when
I'm thoroughly satisfied). The mesh is generated internally by SDL. It
specifically is made to generate a torus. Each point position is
calculated (depending on the determined mesh size) as well as the surface
normal for the undeformed point. The point is them deformed in the
direction of the surface normal based on a deformation function (granite
was used here). New surface normals are then recalculated based on the new
point location and the points in it's immediate proximity (i.e. four points:
up, down, right and left) to give a fairly good and smooth result. Code for
the mesh will be posted soon.
I don't think it can be implemented in POV very easily as it is simply based
on mesh points whereas POV primitives are not meshes (except meshes of
course) and it also relies on the mesh being subdivided quite fine to get
decent results that aren't noticeably 'blocky'.
-tgq
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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> up, down, right and left) to give a fairly good and smooth result. Code for
> the mesh will be posted soon.
>
Posted in p.t.s-f.
-tgq
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Trevor G Quayle wrote:
<>
> I don't think it can be implemented in POV very easily as it is simply based
> on mesh points whereas POV primitives are not meshes (except meshes of
> course) and it also relies on the mesh being subdivided quite fine to get
> decent results that aren't noticeably 'blocky'.
I'm under no belief that this can be done with primitives... but having
the capability to do this to simple meshes (cubes, etc.) would be very
helpful.
~Sam
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"Samuel Benge" <stb### [at] hotmail com> wrote in message
news:455ceb4f@news.povray.org...
> Trevor G Quayle wrote:
> <>
> > I don't think it can be implemented in POV very easily as it is simply
based
> > on mesh points whereas POV primitives are not meshes (except meshes of
> > course) and it also relies on the mesh being subdivided quite fine to
get
> > decent results that aren't noticeably 'blocky'.
>
> I'm under no belief that this can be done with primitives... but having
> the capability to do this to simple meshes (cubes, etc.) would be very
> helpful.
>
> ~Sam
>
>
didn't someone post a brick macro recently that created a rounded box as a
mesh and deformed it based on a pigment function?
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"Ross" <rli### [at] speakeasy net> wrote:
> didn't someone post a brick macro recently that created a rounded box as a
> mesh and deformed it based on a pigment function?
Yup, that was me. I even started writing some macros for other mesh-based
primitives, working towards something like what Trevor has done (I think I
had eroded rock in mind). But, as always, I got side-lined by another
project...
This pic looks really good, by the way! :-) I'd like to see some more...
Bill
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Trevor G Quayle wrote:
> The mesh is generated
> internally by SDL. It specifically is made to generate a torus. Each
> point position is calculated (depending on the determined mesh size)
> as well as the surface normal for the undeformed point. The point is
> them deformed in the direction of the surface normal based on a
> deformation function (granite was used here). New surface normals
> are then recalculated based on the new point location and the points
> in it's immediate proximity (i.e. four points: up, down, right and
> left) to give a fairly good and smooth result.
Note that this is pretty much what the hf_torus macro does which is included
with POV-Ray 3.5. It's always more satisfying to do things from scratch
though. :)
Rune
--
http://runevision.com
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