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Hi,
I tried to create a floor with diffuse map + specular map with the source
code:
#declare mat_PARQUET_pigment =
pigment { image_map { jpeg "diffuse_map.jpg" } }
#declare mat_PARQUET =
texture {
uv_mapping pigment_pattern { image_map { jpeg "specular_map.jpg" } }
texture_map {
[0.0 pigment { mat_PARQUET_pigment }
finish { ambient 0.0 diffuse 0.8 specular 0 } ]
[1.0 pigment { mat_PARQUET_pigment }
finish { ambient 0.0 diffuse 0.8 specular 2 } ]
}
}
IMO, the result it could be improved, but how? :)
Thanks,
JSR
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Attachments:
Download 'diffuse+specular.jpg' (301 KB)
Preview of image 'diffuse+specular.jpg'
![diffuse+specular.jpg](/povray.binaries.images/attachment/%3Cweb.45a628dc42e6ddabd8ef73430%40news.povray.org%3E/diffuse%2Bspecular.jpg?ttop=443866&toff=4050&preview=1)
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This is not bad at all!
You could try also to add a bump map to give it more depth.
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:45a62bd5$1@news.povray.org...
> This is not bad at all!
Indeed! I've been wondering about a way to do this for quite some time. I
see that Jaime nd JSR have been discussing this in p.international. My love
of rendered wooden surfaces is coming back again...
> You could try also to add a bump map to give it more depth.
agreed.
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Thomas de Groot wrote:
> This is not bad at all!
> You could try also to add a bump map to give it more depth.
>
> Thomas
>
>
I agree, just a little bump along the edges and ends of the boards would
be enough. To make it age, you could raise alternate sides of some
boards, to make it appear uneven.
I don't know that it needs much, though. It looks like fresh set and
waxed hardwood. Depending on it's destination, maybe just molding around
the wall edges to finish the room?
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Looking good. I have used arroways maps before myself. You need to add the
bump map in though. You can either do this via a normal map, or make a
heightfield. When I used them, I prefered the heightfiled option as
normals beyond a certain scale start to look 'paited on' to me. Here is
the basic code I used:
//START
#declare BM="pavement 04-b.jpg";//bump map
#declare DM="pavement 04-d.jpg";//diffuse map
#declare SM="pavement 04-s.jpg";//specular/reflective map
#declare Scl=<1200,10,1200>; //tile size (the arroway site has this for
the samples)
#declare Spec=0.1; //specular/reflective strength (again you
can use arroway's info)
#macro Tex1(IMap,Ref)//texture mapping as a macro to simply use
pigment {image_map { jpeg IMap map_type 0 interpolate 2 once } rotate
x*90}
finish {
ambient 0 diffuse 0.4//
conserve_energy
reflection{0 Ref fresnel on metallic 0}
}
#end
#declare Dif=0.4;//diffuse value, you need to vary to see what looks best
#declare Tile=
height_field{jpeg BM
material{
texture{
image_pattern { jpeg SM map_type 0 interpolate 2 once }
texture_map{
[0 Tex1(DM,0)]
[1 Tex1(DM,Spec)]
}
}
interior{ior 1.56}//using fresnel reflection, vary ior accordingly
}
}
#declare Siz=6;//creating a 6x6 tiling of the tile
union{
#declare i=1;#while (i<Siz)
#declare j=1;#while (j<Siz)
object{Tile translate <-i,0,-j>}
#declare j=j+1;#end
#declare i=i+1;#end
scale Scl
}
-tgq
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JSR nous apporta ses lumieres en ce 11-01-2007 07:09:
> Hi,
> I tried to create a floor with diffuse map + specular map with the source
> code:
>
Try randomysing the ends of the planks in your maps. In real life, you try to
avoid any lining up like those you have. Also, when you buy wood for your
hardwood floor, the individual planks do show some large variation in lenght.
They can range from about a feet to some 12 feet in lenght!
--
Alain
-------------------------------------------------
Sometimes my love of the arcane combines with my askew humor to make me
unintelligible!!
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"JSR" <jsr### [at] gmail com> wrote:
> I tried to create a floor with diffuse map + specular map with the source
> code:
To me, the specular map looks like it doesn't contain any particularly dark
areas, so not all of the range of specular you've set will be used - the
edges of the boards will still be quite bright in specular. You might try
adjusting the contrast of the specular map in the paint package of your
choice. If you don't like the contrast in the result you can then adjust
the positions of the texture map entries in your code, without being
limited so much by the contrast of the specular map itself.
Tom
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Among other things, Tom York saw fit to write:
> To me, the specular map looks like it doesn't contain any particularly
> dark
> areas, so not all of the range of specular you've set will be used - the
> edges of the boards will still be quite bright in specular.
I agree. You should probably make the edges particularly dark in the
specular map, and maybe even a specific entry in the texture map for them.
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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Thanks to everybody, but I can obtain the result I look for.
I post a challenge in povray.international.binaries
This is the code of my last attempt:
#declare mat_TEX_PARQUET11_pigment =
pigment { image_map { jpeg "diffuse.jpg" } }
#declare mat_TEX_PARQUET11_normal =
normal { uv_mapping bump_map { jpeg "bump.jpg" bump_size 2 } }
#declare mat_0_89_0_0_0_TEX_PARQUET11 =
texture {
uv_mapping pigment_pattern { image_map { jpeg "specular.jpg" } }
texture_map {
[0.0 pigment { mat_TEX_PARQUET11_pigment }
normal { mat_TEX_PARQUET11_normal }
finish { diffuse 0.9 specular 0.0 reflection {0.0 fresnel on } }
]
[1.0 pigment { mat_TEX_PARQUET11_pigment }
normal { mat_TEX_PARQUET11_normal }
finish { diffuse 0.9 specular 1.0 reflection {0.1 fresnel on } }
]
}
}
Thanks,
Joel.
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Attachments:
Download 'render.jpg' (274 KB)
Preview of image 'render.jpg'
![render.jpg](/povray.binaries.images/attachment/%3Cweb.45ab9351f617fe16d8ef73430%40news.povray.org%3E/render.jpg?ttop=443866&toff=4050&preview=1)
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"JSR" <jsr### [at] gmail com> wrote:
> Thanks to everybody, but I can obtain the result I look for.
> I post a challenge in povray.international.binaries
Also note that the Arroway samples are of a lot lower resolution than the
actual pay ones (600x600 vs 6000x6000, i.e., 1/10th the resolution) so you
aren't going to get as nice detail close-up as their previews.
-tgq
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