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From: Jim Holsenback
Subject: Crockery Jug
Date: 20 Sep 2008 08:06:20
Message: <48d4e73c@news.povray.org>
Howdy,

I'm working on some objects for a scene that have maker marks or 
decorations. The swan on this jug is from a photograph of an actual jug in 
my shop. I used Gimp to play with the color map. I saved the gif image with 
indexed color map, then I was able to use several transmit statements in my 
image_map statement to isolate the background and image. Before all this I 
had developed a texture_map that has some age marks (dents), but when I 
tried to overlay the swan texture onto the crock texture I ran into a 
problem (can't overlay a texture over a patterned texture). I was however 
able to at least get it this far when I removed the dents portion of my 
texture map. Now my jug looks rather sterile and I'd like to age it up a 
bit. Any ideas on how to do this?

Jim


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From: Thomas de Groot
Subject: Re: Crockery Jug
Date: 20 Sep 2008 10:08:05
Message: <48d503c5$1@news.povray.org>
"Jim Holsenback" <jho### [at] hotmailcom> schreef in bericht 
news:48d4e73c@news.povray.org...
> Howdy,
>
> I'm working on some objects for a scene that have maker marks or 
> decorations. The swan on this jug is from a photograph of an actual jug in 
> my shop. I used Gimp to play with the color map. I saved the gif image 
> with indexed color map, then I was able to use several transmit statements 
> in my image_map statement to isolate the background and image. Before all 
> this I had developed a texture_map that has some age marks (dents), but 
> when I tried to overlay the swan texture onto the crock texture I ran into 
> a problem (can't overlay a texture over a patterned texture). I was 
> however able to at least get it this far when I removed the dents portion 
> of my texture map. Now my jug looks rather sterile and I'd like to age it 
> up a bit. Any ideas on how to do this?
>

It should be possible to do this in a layered texture. See for instance the 
following example from one of my textures where I added an image_map as the 
uppermost texture layer:

//=====start code====
#declare StoneWall =
texture { // BrickUnderlayer
  pigment {
    brick
    pigment { // Mortar
      granite
      color_map {
        [ 0.0 rgbft <0.3854, 0.3854, 0.3854, 0.0, 0.0> ]
        [ 1.0 rgbft <0.593733, 0.593733, 0.593733, 0.0, 0.0> ]
      }
    }
    pigment { // Brick
      granite
      color_map {
        [ 0.0      rgbft <0.291667, 0.0, 0.0, 0.0, 0.0> ]
        [ 0.355872 rgbft <0.6979, 0.552067, 0.239567, 0.0, 0.0> ]
        [ 1.0      rgbft <1.0, 1.0, 0.7604, 0.0, 0.0> ]
      }
      scale  0.1
    }
    brick_size <2.0, 0.5, 2.0>
    mortar 0.05
    warp {
      turbulence <0.06, 0.06, 0.06>
      octaves 4
    }
  }
  normal {
    brick
    brick_size <2.0, 0.5, 2.0>
    mortar 0.05
    bump_size 1.0
    warp {
      turbulence <0.06, 0.06, 0.06>
      octaves 4
    }
  }
  scale  0.3
  rotate -90.0 * x
  translate <-0.12, 0.15, 0.03>
}
texture { // PlasterCoating
  pigment {
    crackle solid
    pigment_map {
      [ 0.0   color rgbt <0.0, 0.0, 0.0, 1.0> ]
      [ 0.35  color rgbt <0.0, 0.0, 0.0, 1.0> ]
      [ 0.35  granite
              color_map {
                [ 0.0  rgbft <0.416667, 0.343733, 0.177067, 0.0, 0.0> ]
                [ 1.0  rgbft <0.763904, 0.666657, 0.444429, 0.0, 0.0> ]
              }
              scale  0.1
            ]
      [ 0.65  granite
              color_map {
                [ 0.0  rgbft <0.416667, 0.343733, 0.177067, 0.0, 0.0> ]
                [ 1.0  rgbft <0.763904, 0.666657, 0.444429, 0.0, 0.0> ]
              }
              scale  0.1
            ]
      [ 0.65  granite
              color_map {
                [ 0.0  rgbft <0.4479, 0.364567, 0.2604, 0.0, 0.0> ]
                [ 1.0  rgbft <0.770224, 0.696692, 0.604776, 0.0, 0.0> ]
              }
              scale  0.1
            ]
    }
  }
  normal {
    crackle solid
    normal_map {
      [ 0.0 crackle solid //granite , 0.1
            scale  0.1
          ]
      [1.0  crackle solid //granite , 0.1
            scale  0.1
          ]
    }
    bump_size 1.0
  }
  scale  0.6
}
texture { // Dirt
  pigment {
    gradient z
    color_map {
      [ 0.0       rgbft <0.25, 0.1979, 0.1979, 0.0, 0.7> ]
      [ 0.281139  rgbft <0.3229, 0.302067, 0.2604, 0.0, 0.9> ]
      [ 1.0       rgbft <1.0, 1.0, 1.0, 0.0, 1.0> ]
    }
    warp {
      turbulence <0.4, 0.2, 0.3>
    }
  }
  scale  <0.2, 0.1, 5.0>
  translate -0.5 * z
}
texture {
  pigment {
    image_map {
      png "plasma3.png"
      map_type 1   // 0=planar, 1=spherical, 2=cylindrical, 5=torus
      interpolate 2   // 0=none, 1=linear, 2=bilinear, 4=normalized distance
      // once           // for no repetitive tiling
      transmit all 0.7   // N=all or color index # (0...N), V= value 
(0.0...1.0)
    }     // image_map
  }
}


sphere {
  0.0, 1
  texture {StoneWall}
}
//===end code===

If you use a gif as image_map, it should be rather easy to make all colors 
have tranmit 1, except for the swan color which would get transmit 0.

Hope this helps.

Thomas


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From: Jim Holsenback
Subject: Re: Crockery Jug
Date: 20 Sep 2008 10:50:38
Message: <48d50dbe@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message 
news:48d503c5$1@news.povray.org...
> It should be possible to do this in a layered texture. See for instance 
> the following example from one of my textures where I added an image_map 
> as the uppermost texture layer:

Bingo! ..... I see where I wandered off the path. Thanks Thomas!

Jim


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From: Thomas de Groot
Subject: Re: Crockery Jug
Date: 20 Sep 2008 10:58:01
Message: <48d50f79$1@news.povray.org>
"Jim Holsenback" <jho### [at] hotmailcom> schreef in bericht 
news:48d50dbe@news.povray.org...
>
>
> Bingo! ..... I see where I wandered off the path. Thanks Thomas!
>
You are welcome, Jim. I remember some time ago, I hit my head against the 
same wall  :-)

Thomas


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From: stbenge
Subject: Re: Crockery Jug
Date: 20 Sep 2008 15:27:06
Message: <48d54e8a@news.povray.org>
Jim Holsenback wrote:
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message 
> news:48d503c5$1@news.povray.org...
>> It should be possible to do this in a layered texture. See for instance 
>> the following example from one of my textures where I added an image_map 
>> as the uppermost texture layer:
> 
> Bingo! ..... I see where I wandered off the path. Thanks Thomas!
> 
> Jim 

Now that you can place textures how you want them, you can always try my 
proximity pattern macros 
(news://news.povray.org:119/489f4610@news.povray.org) to get some dirt 
into the inside edges. I'd like to see how it turns out :)

Sam


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From: Alain
Subject: Re: Crockery Jug
Date: 20 Sep 2008 17:36:45
Message: <48d56ced$1@news.povray.org>
Jim Holsenback nous illumina en ce 2008-09-20 08:04 -->
> Howdy,
> 
> I'm working on some objects for a scene that have maker marks or 
> decorations. The swan on this jug is from a photograph of an actual jug in 
> my shop. I used Gimp to play with the color map. I saved the gif image with 
> indexed color map, then I was able to use several transmit statements in my 
> image_map statement to isolate the background and image. Before all this I 
> had developed a texture_map that has some age marks (dents), but when I 
> tried to overlay the swan texture onto the crock texture I ran into a 
> problem (can't overlay a texture over a patterned texture). I was however 
> able to at least get it this far when I removed the dents portion of my 
> texture map. Now my jug looks rather sterile and I'd like to age it up a 
> bit. Any ideas on how to do this?
> 
> Jim 
> 
> 
> 
Why bothering using several transparency statements in am image_map? You can set 
your GIF to have one, or several color, as transparent. That way, you can make 
the background disapear.
Or, you could have used a PNG with an alpha channel, and have antialiased 
transparency.

-- 
Alain
-------------------------------------------------
The tree of liberty must be refreshed from time to time with the blood of
patriots and tyrants.
Thomas Jefferson


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From: Jim Holsenback
Subject: Re: Crockery Jug
Date: 21 Sep 2008 06:54:54
Message: <48d627fe@news.povray.org>
"Alain" <ele### [at] netscapenet> wrote in message 
news:48d56ced$1@news.povray.org...
> Why bothering using several transparency statements in am image_map? You 
> can set your GIF to have one, or several color, as transparent. That way, 
> you can make the background disapear.
> Or, you could have used a PNG with an alpha channel, and have antialiased 
> transparency.

this was something new to me so maybe my work flow needs a look still. I 
ended up with a color_map with 16 colors. Some of thhe colors were gradients 
of blue (transition between the blue swan outline and the background). I 
made all the transition colors all blue or all white. Then ended up with the 
texture statement looking like this:

texture {
      pigment {
      image_map {
        gif "Swan.gif"
        transmit 11,1.0
        transmit 12,1.0
        transmit 13 1.0
        transmit 14,1.0
        transmit 15,1.0
        once
        }
      scale <0.05,0.25,0.05>
      scale 3
      warp {cylindrical}
      translate y*1.4
      rotate y*300
      }

maybe not the most elegant but it worked for what I wanted.

Jim


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From: Jim Holsenback
Subject: Re: Crockery Jug
Date: 21 Sep 2008 06:57:01
Message: <48d6287d@news.povray.org>
"stbenge" <THI### [at] hotmailcom> wrote in message 
news:48d54e8a@news.povray.org...
> Now that you can place textures how you want them, you can always try my 
> proximity pattern macros 
> (news://news.povray.org:119/489f4610@news.povray.org) to get some dirt 
> into the inside edges. I'd like to see how it turns out :)
>
> Sam

ooooo good idea .... i'll have a look :-)

Jim


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From: Trevor G Quayle
Subject: Re: Crockery Jug
Date: 21 Sep 2008 22:45:01
Message: <web.48d70593653cbf5c67b294d0@news.povray.org>
"Jim Holsenback" <jho### [at] hotmailcom> wrote:
> "stbenge" <THI### [at] hotmailcom> wrote in message
> news:48d54e8a@news.povray.org...
> > Now that you can place textures how you want them, you can always try my
> > proximity pattern macros
> > (news://news.povray.org:119/489f4610@news.povray.org) to get some dirt
> > into the inside edges. I'd like to see how it turns out :)
> >
> > Sam
>
> ooooo good idea .... i'll have a look :-)
>
> Jim

If all else fails, function patterns can do almost anything...

-tgq


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From: m a r c
Subject: Re: Crockery Jug
Date: 22 Sep 2008 05:03:45
Message: <48d75f71@news.povray.org>

news: web.48d70593653cbf5c67b294d0@news.povray.org...
> "Jim Holsenback" <jho### [at] hotmailcom> wrote:
>> "stbenge" <THI### [at] hotmailcom> wrote in message
>> news:48d54e8a@news.povray.org...
>> > Now that you can place textures how you want them, you can always try 
>> > my
>> > proximity pattern macros
>> > (news://news.povray.org:119/489f4610@news.povray.org) to get some dirt
>> > into the inside edges. I'd like to see how it turns out :)
>> >
>> > Sam
>>
>> ooooo good idea .... i'll have a look :-)
>>
>> Jim
>
> If all else fails, function patterns can do almost anything...
>
Image pattern is a good choice as well :-)


Marc


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