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1 Aug 2024 08:19:50 EDT (-0400)
  Cracks (Message 1 to 9 of 9)  
From: Bill Pragnell
Subject: Cracks
Date: 24 Oct 2008 17:05:01
Message: <web.490238313d121d3bea3236f00@news.povray.org>
In keeping with my usual pursuit of weathering and erosion, I'm trying to
develop a way of putting cracks into objects. Of course one can always be
cunning with imagemaps and pigments/functions, but sometimes a closeup is
required!

To this end, here's my results so far using (tada!) CSG. I'm still playing with
it, so I'll post more pics as and when.

Bill


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From: Bill Pragnell
Subject: Re: Cracks
Date: 24 Oct 2008 18:30:01
Message: <web.49024b741fff3059ea3236f00@news.povray.org>
Looks better with a distressed block.

Mind you, I'd be pretty distressed if I had gouges like that in me.


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From: nemesis
Subject: Re: Cracks
Date: 24 Oct 2008 21:15:01
Message: <web.490271ff1fff305929925c870@news.povray.org>
Man, your rocks rock! :)


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From: Jim Charter
Subject: Re: Cracks
Date: 27 Oct 2008 19:09:29
Message: <49064a29$1@news.povray.org>
Bill Pragnell wrote:
> Looks better with a distressed block.
> 
> Mind you, I'd be pretty distressed if I had gouges like that in me.
> 
> 
> ------------------------------------------------------------------------
> 
beautiful.  really got no clue how you did it.  supposing you are 
differencing meshs


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From: Bill Pragnell
Subject: Re: Cracks
Date: 27 Oct 2008 19:45:01
Message: <web.490651d21fff3059ea3236f00@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> beautiful.  really got no clue how you did it.  supposing you are
> differencing meshs

Correct! I'm using a wedge-sectioned disc perturbed like a heightfield to make
the cuts. It parses and renders very quickly. I'm sure it's also possible with
isosurfaces but I can't immediately see how without vast cunning and
max_gradients. Once I've put it to use and polished it a little I'll probably
upload the macro to the object collection.

:)


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From: Alain
Subject: Re: Cracks
Date: 28 Oct 2008 19:07:56
Message: <49079b4c$1@news.povray.org>
Bill Pragnell nous illumina en ce 2008-10-27 19:42 -->
> Jim Charter <jrc### [at] msncom> wrote:
>> beautiful.  really got no clue how you did it.  supposing you are
>> differencing meshs
> 
> Correct! I'm using a wedge-sectioned disc perturbed like a heightfield to make
> the cuts. It parses and renders very quickly. I'm sure it's also possible with
> isosurfaces but I can't immediately see how without vast cunning and
> max_gradients. Once I've put it to use and polished it a little I'll probably
> upload the macro to the object collection.
> 
> :)
> 
if you want tu use some isosurfaces, it may better to use CSG differences rather 
than try to use a single isosurface.
Like substracting the cracks from the isosurface.
difference{
	isosurface{.....}//main object
	object{Crack1}
	object{Crack2}
	...
	}

-- 
Alain
-------------------------------------------------
Database administrators do it with their relations


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From: Bill Pragnell
Subject: Re: Cracks
Date: 29 Oct 2008 05:10:00
Message: <web.490827601fff3059d5b77e4a0@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> if you want tu use some isosurfaces, it may better to use CSG differences
> rather than try to use a single isosurface.
> Like substracting the cracks from the isosurface.
> difference{
>  isosurface{.....}//main object
>  object{Crack1}
>  object{Crack2}
>  ...
>  }

Yes, that's exactly how I'm already doing it, but with meshes. I meant I
couldn't see how to make the crack shape with an isosurface, since my cracks
thin to nothing at the edges (I suppose it wouldn't be too difficult to make a
continuous crack).

OTOH, if I used a difference of isosurfaces it wouldn't parse and render in 15
seconds! :)


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From: Sven Littkowski
Subject: Re: Cracks
Date: 3 Nov 2008 04:00:15
Message: <490ebd9f$1@news.povray.org>
If your interesting cracks can work with unions and other of such 
combinations of shapes, then it would be even better than it is already 
now...


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From: Bill Pragnell
Subject: Re: Cracks
Date: 3 Nov 2008 05:55:01
Message: <web.490ed79c1fff3059d5b77e4a0@news.povray.org>
"Sven Littkowski" <Sve### [at] Jamaica-Focuscom> wrote:
> If your interesting cracks can work with unions and other of such
> combinations of shapes, then it would be even better than it is already
> now...

The crack is differenced from the block in the above example. It will work for
any valid parent object, including unions and properly-defined meshes.

(For complex, multitextured unions there will be coincident surface issues, but
this is a problem for any difference{} object - one just has to be careful when
designing unions!)

Bill


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