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6 Aug 2024 12:16:52 EDT (-0400)
  Making old - HowTo (Message 1 to 5 of 5)  
From: Meothuru
Subject: Making old - HowTo
Date: 28 Nov 2006 00:45:00
Message: <web.456bcbf4a135c26f1a38e1e20@news.povray.org>
I started a new scene, which should show a strange, mystic
and magic little fantasy-temple of a declined fantasy-culture.
The temple is  in a desert landscape in an outlandish world
(what else ;-)).

The first drafts version is shown below.

Now I  want to make the temple looking old and weathers.
But I don't know, how to make. So I want to ask:

 "Does anybody knows some free sources and/or tutorials,
  how to make this ?"


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Preview of image 'temple.jpg'
temple.jpg


 

From: Thomas de Groot
Subject: Re: Making old - HowTo
Date: 28 Nov 2006 04:18:49
Message: <456bfef9$1@news.povray.org>
"Meothuru" <nomail@nomail> schreef in bericht 
news:web.456bcbf4a135c26f1a38e1e20@news.povray.org...
>
> Now I  want to make the temple looking old and weathers.
> But I don't know, how to make. So I want to ask:
>
> "Does anybody knows some free sources and/or tutorials,
>  how to make this ?"
>
Not sure about tutorials around, but there are a couple of hints I can give.

There are basically two or three ways you might want to go, better still 
might want to combine:

1) Textures: playing with gradient-, averaged-, slope patterns, and texture 
maps and/or layered textures, in combination with a normal like granite and 
crackles, may already give you something interesting. It is a complex matter 
which is best to experiment with a while to get the feeling.

2) Old buildings sag. They become asymmetrical. So, play with suble 
rotations between the different building blocks of the temple. The whole 
structure could also be listing just 1 or 2 degrees. Don't overdo it, 
though! Sometimes a half degree is enought to give the impression of 
asymmetry. Also, some building elements may be missing or been broken. Look 
at photographs of old ruins. They will give you ideas too about textures.

3) Well, this is something else: You might want to chip pieces of stone from 
the building blocks, or making cracks. That is possible in CSG, but if you 
want to use Wings3D for instance, you can obtain those very easily.

Hope this helps.

Thomas


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From: Alain
Subject: Re: Making old - HowTo
Date: 28 Nov 2006 21:30:00
Message: <456cf0a8@news.povray.org>
Meothuru nous apporta ses lumieres en ce 28/11/2006 00:41:
> I started a new scene, which should show a strange, mystic
> and magic little fantasy-temple of a declined fantasy-culture.
> The temple is  in a desert landscape in an outlandish world
> (what else ;-)).
> 
> The first drafts version is shown below.
> 
> Now I  want to make the temple looking old and weathers.
> But I don't know, how to make. So I want to ask:
> 
>  "Does anybody knows some free sources and/or tutorials,
>   how to make this ?"
> 
> 
> 
> ------------------------------------------------------------------------
> 
1 - Use pigment and normal to suggest cracks, worn places and discoloration in 
the flat places.
2 - Use hight_fields to remove bits from different elements, mostly near 
corners. You can use a pigment pattern to create an hight_field. Difference the 
hight_field from the "broken piece.
3 - Real columns are made of several pieces, do the same and randomly shift 
some. Individualy add the texture to each piece with some, possibly large, 
translation and rotation applied to the texture.

-- 
Alain
-------------------------------------------------
Aibohphobia, n., The fear of palindromes.


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From: Meothuru
Subject: Re: Making old - HowTo
Date: 29 Nov 2006 00:55:00
Message: <web.456d200b464fdecc2c1ef7320@news.povray.org>
Thanks a lot...
I will try


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From: Ben Chambers
Subject: Re: Making old - HowTo
Date: 30 Nov 2006 19:25:59
Message: <456f7697$1@news.povray.org>
Note that if you really enjoy math, long renders and pain, you could 
construct your shapes out of isosurfaces and add some noise to them <g>

...Chambers


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