POV-Ray : Newsgroups : povray.binaries.images : Bozo + cells Server Time
6 Nov 2024 00:28:19 EST (-0500)
  Bozo + cells (Message 1 to 6 of 6)  
From: gregjohn
Subject: Bozo + cells
Date: 9 Sep 2008 20:10:00
Message: <web.48c70e77a693e01934d207310@news.povray.org>


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From: Paolo Gibellini
Subject: Re: Bozo + cells
Date: 16 Sep 2008 11:04:57
Message: <48cfcb19$1@news.povray.org>
Nice city!
Are the cells generated with a normal in the texture or are random boxes 
  placed using the normal?
Can I see the source?
Thank you,
	Paolo


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From: Alain
Subject: Re: Bozo + cells
Date: 16 Sep 2008 16:49:14
Message: <48d01bca$1@news.povray.org>
Paolo Gibellini nous illumina en ce 2008-09-16 11:19 -->
> Nice city!
> Are the cells generated with a normal in the texture or are random boxes 
>  placed using the normal?
> Can I see the source?
> Thank you,
>     Paolo
Looks like the cell pattern used as a hight field or an isosurface.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you're starting to find these 
quotes more unsettling than funny.
     -- Alex McLeod a.k.a. Giant Robot Messiah


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From: Paolo Gibellini
Subject: Re: Bozo + cells
Date: 17 Sep 2008 07:13:50
Message: <48d0e66e@news.povray.org>
Mmm. I've replicated the outline of the heightfield using a bozo 
pigment, but not the normal: I'm not able to obtain such big cells using 
cell pattern as normal.
;-)
Paolo

 >Alain  on date 16/09/2008 22:49 wrote:
> Looks like the cell pattern used as a hight field or an isosurface.
>


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From: gregjohn
Subject: Re: Bozo + cells
Date: 14 Oct 2008 21:00:01
Message: <web.48f53fffc522ae96e40bffa00@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Nice city!
> Are the cells generated with a normal in the texture or are random boxes
>   placed using the normal?
> Can I see the source?
> Thank you,
>  Paolo


-----------------
Hi, this may still be a bit obfuscated; I didn't check that every  single line
were critical to running the rendering.

-------------------


#declare SunPos=       <100,141.0,-.150>;

light_source{<30,100, -30> color rgb 0.4+0.2*x}
light_source{<-0,100, -30> color rgb 0.4+0.2*z}

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

#declare funky2=function{pigment{bumps scale 0.150}}

   #declare bozoy=pigment{bozo scale 0.05}
   #declare bozoy2=pigment{bozo scale 0.10 translate 11}
   #declare celly=pigment{cells   scale 0.008}
   #declare leopy=pigment{leopard scale 0.025 rotate 45*z}
   #declare celly2=pigment{cells scale 0.05  translate 11}
   #declare celly3=pigment{cells scale 0.025  translate 2*z}
   #declare bumpy=pigment{bumps scale 0.1}

   #declare hh=clock;

   #declare avey=pigment{average
                        pigment_map{
                                [1.0  bozoy]
                                [0.05 bumpy]
                                [0.08 celly]
                                }
                         }


   #declare funky=function{pigment{avey}}


#declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
0.1,0.5 }} }
#declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
0.1,0.5 }} }
#declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}

#declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
#declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}

#declare Shoremix=texture{      bumps
                                texture_map{
                                        [0.0 Brownness]
                                        [1 Whiteness]
                                        }
                                scale 0.001
                                }

#declare Forest=texture {

                        pigment{slope {SunPos}
                                pigment_map{
                                        [0.0 rgb 0.20*<0.84,1.0,0.55>]
                                        [1.0 rgb 0.48*<0.84,1.0,0.51>]
                                         }
                                }
                        }



#declare Oceanmix=texture{ bumps
                           texture_map{
                                        [0 OceanBot]
                                        [1 OceanShal]
                                        }
                           scale 0.1
                           }

 #declare hfqual=700;

     height_field {
  function hfqual,hfqual {pow(funky(x,y,z).grey,3)}  //smooth
     texture{gradient y
                texture_map{
                        [0.00 Oceanmix]
                        [0.07 Oceanmix]
                        [0.07 Shoremix ]
                        [0.09 Shoremix ]
                        [0.09 Forest]
                        [0.22 Forest]
                        [0.22 Shoremix]
                        [1.00 Shoremix]
                        }
                }    translate <-0.5,0,-0.5>  scale <5,1,5> }

camera{
       location <0,4.5,-2.>
       look_at 0
       angle 35

       }


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From: Paolo Gibellini
Subject: Re: Bozo + cells
Date: 16 Oct 2008 04:39:00
Message: <48f6fda4$1@news.povray.org>
Thank you, gregjohn!
I have understand now: in my tests I have used a simple texture with 
normal, but the trick is done using a texture_map.
I like works like these, simple but evocative,
;-)
Paolo

 >gregjohn  on date 15/10/2008 02:57 wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> Nice city!
>> Are the cells generated with a normal in the texture or are random boxes
>>   placed using the normal?
>> Can I see the source?
>> Thank you,
>>  Paolo
> 
> 
> -----------------
> Hi, this may still be a bit obfuscated; I didn't check that every  single line
> were critical to running the rendering.
> 
> -------------------
> 
> 
> #declare SunPos=       <100,141.0,-.150>;
> 
> light_source{<30,100, -30> color rgb 0.4+0.2*x}
> light_source{<-0,100, -30> color rgb 0.4+0.2*z}
> 
> #include "colors.inc"
> #include "functions.inc"
> 
> #declare funky2=function{pigment{bumps scale 0.150}}
> 
>    #declare bozoy=pigment{bozo scale 0.05}
>    #declare bozoy2=pigment{bozo scale 0.10 translate 11}
>    #declare celly=pigment{cells   scale 0.008}
>    #declare leopy=pigment{leopard scale 0.025 rotate 45*z}
>    #declare celly2=pigment{cells scale 0.05  translate 11}
>    #declare celly3=pigment{cells scale 0.025  translate 2*z}
>    #declare bumpy=pigment{bumps scale 0.1}
> 
>    #declare hh=clock;
> 
>    #declare avey=pigment{average
>                         pigment_map{
>                                 [1.0  bozoy]
>                                 [0.05 bumpy]
>                                 [0.08 celly]
>                                 }
>                          }
> 
> 
>    #declare funky=function{pigment{avey}}
> 
> 
> #declare OceanBot=texture{pigment{rgb <0.22,0.40,0.48>} finish{reflection {
> 0.1,0.5 }} }
> #declare OceanShal=texture{pigment{rgb <0.40,0.58,0.62>}finish{reflection {
> 0.1,0.5 }} }
> #declare Shore=texture{pigment{rgb <0.71,0.71,0.69>} finish{ambient 0.5}}
> 
> #declare Brownness=texture{pigment{Brown/2+White/2} finish{ambient 0.25}}
> #declare Whiteness=texture{pigment{rgb 0.8} finish{ambient 0.25}}
> 
> #declare Shoremix=texture{      bumps
>                                 texture_map{
>                                         [0.0 Brownness]
>                                         [1 Whiteness]
>                                         }
>                                 scale 0.001
>                                 }
> 
> #declare Forest=texture {
> 
>                         pigment{slope {SunPos}
>                                 pigment_map{
>                                         [0.0 rgb 0.20*<0.84,1.0,0.55>]
>                                         [1.0 rgb 0.48*<0.84,1.0,0.51>]
>                                          }
>                                 }
>                         }
> 
> 
> 
> #declare Oceanmix=texture{ bumps
>                            texture_map{
>                                         [0 OceanBot]
>                                         [1 OceanShal]
>                                         }
>                            scale 0.1
>                            }
> 
>  #declare hfqual=700;
> 
>      height_field {
>   function hfqual,hfqual {pow(funky(x,y,z).grey,3)}  //smooth
>      texture{gradient y
>                 texture_map{
>                         [0.00 Oceanmix]
>                         [0.07 Oceanmix]
>                         [0.07 Shoremix ]
>                         [0.09 Shoremix ]
>                         [0.09 Forest]
>                         [0.22 Forest]
>                         [0.22 Shoremix]
>                         [1.00 Shoremix]
>                         }
>                 }    translate <-0.5,0,-0.5>  scale <5,1,5> }
> 
> camera{
>        location <0,4.5,-2.>
>        look_at 0
>        angle 35
> 
>        }
> 
>


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