POV-Ray : Newsgroups : povray.binaries.images : Bathtub - take 2 Server Time
1 Aug 2024 08:23:57 EDT (-0400)
  Bathtub - take 2 (Message 56 to 65 of 65)  
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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 21 Dec 2008 23:30:00
Message: <web.494f17a36655db18c67b294d0@news.povray.org>
Gah, a bit of oversight on my part.  Neglected to adjust the pattern for the
Ymin,Zmax,Ymax column of the uv mapping.  Was looking at the wrong side of the
box when I was testing and never looked at the +z side or I wouldve noticed
right away.  Hopefully this works now:

//START
#declare BoxUV= //Tile pattern for uv box
  pigment{
    uv_mapping
    gradient x
    pigment_map{
      [1/4 gradient x
        pigment_map{
          [  DimU GrtCol]
          [  DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU GrtCol]
        }
        frequency 4*BSiz.z/TilSiz.u
      ]
      [1/4 gradient y
        pigment_map{
          [1/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [1/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [2/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [2/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
        }
      ]
      [2/4 gradient y
        pigment_map{
          [1/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [1/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [2/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.y/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
          [2/3 gradient x
            pigment_map{
              [  DimU GrtCol]
              [  DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU gradient y colour_map{CMapVGrt} frequency
3*BSiz.z/TilSiz.v]
              [1-DimU GrtCol]
            }
            frequency 4*BSiz.x/TilSiz.u
          ]
        }
      ]
      [2/4 gradient x
        pigment_map{
          [  DimU GrtCol]
          [  DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU GrtCol]
        }
        frequency 4*BSiz.z/TilSiz.u
      ]
      [3/4 gradient x
        pigment_map{
          [  DimU GrtCol]
          [  DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU GrtCol]
        }
        frequency 4*BSiz.z/TilSiz.u
      ]
      [3/4 gradient x  //Zmin
        pigment_map{
          [  DimU GrtCol]
          [  DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU gradient y colour_map{CMapVGrt} frequency 3*BSiz.y/TilSiz.v]
          [1-DimU GrtCol]
        }
        frequency 4*BSiz.x/TilSiz.u
      ]
    }
  }
//END


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From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 22 Dec 2008 00:00:00
Message: <web.494f1df26655db18f798649f0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > > Slight problem with some grout scaling being off, try this instead:
> >
> > If there were any heads to be saved in Gefilte Fish jars for the future it would
> > be yours. "Danger danger Will 'Einstein' Robinson".
> >
> > "leet" brain waves there TQ
>
> Well thanks...
>
> As long as it all works out for you and we both learned something.  I always
> take these things as a challenge to teach myself how to do something and
> hopefully learn something.
>
> -tgq

I was playin with your first one, check it out:



#declare TilSiz=<6/7,12/7,-4>;    //Size of tile (x,y)
#declare scal = (1-TilSiz)*TilSiz/34.85;
#declare Grt=1/7;

#declare TQ_tile =
pigment { uv_mapping
  gradient x
  pigment_map{
    [Grt/(TilSiz.x+Grt) rgb 1]
    [Grt/(TilSiz.x+Grt) gradient y
      colour_map{
        [Grt/(TilSiz.y+Grt) rgb 1]
        [Grt/(TilSiz.y+Grt) rgb <.6,.6,1> ]
      }
    ]
  }
  //scale <scal.x,abs(scal.y),1> // = different image
  scale scal // negative y-scale
  //scale <1/160,1/20,1>*.7
}

echov((1-TilSiz)*TilSiz*0.0287) // <0.00351,-0.03514,-0.57400>
cr()

echov((1-TilSiz)*TilSiz/34.85) // <0.00351,-0.03514,-0.57389>
cr()
echov(<1/160,1/20,1>*.7)   // = <0.00437,0.03500,0.70000>
cr()

#declare pool_box2 =
difference {
    box { <-8, -66.5, -8> <232, 0, 232> } // legoworld hole  +8
    box { <0, -65, 0> <224, 1, 224> }
    texture { TQ_tile basic_finish }
    translate <-8,0,-8>
}
object { pool_box2 translate y*4 }

how/why is negative -scale is OK?


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Attachments:
Download 'lego_pool_01test.png' (46 KB)

Preview of image 'lego_pool_01test.png'
lego_pool_01test.png


 

From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 22 Dec 2008 00:10:01
Message: <web.494f20e96655db18f798649f0@news.povray.org>
oh, it would turn it all around, too late for me; sleep


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From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 22 Dec 2008 00:40:01
Message: <web.494f27326655db18f798649f0@news.povray.org>
the only part that I see remaining, is to have the numbers relative to box
dimension so grout lines land on corners,

and figuring out what "34.85" or "0.0287" is or whatever it should be from
overall dimensions ... er something to that effect


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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 22 Dec 2008 11:45:02
Message: <web.494fc3dd6655db1881c811d20@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> the only part that I see remaining, is to have the numbers relative to box
> dimension so grout lines land on corners,
>
> and figuring out what "34.85" or "0.0287" is or whatever it should be from
> overall dimensions ... er something to that effect

Right now the numbers are relative to the box dimensions (BSiz should be input
as the size of the box to be used).  I already also have the grout lines half
offset so they show up at the corners properly.  The only thing you really need
to do is make sure that the box size is a multiple of the tile size.  If it
isn't then you would get an incorrect corner with no grout and a partial tile.

-tgq


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From: Thomas de Groot
Subject: Re: Bathtub - take 2
Date: 24 Dec 2008 04:11:25
Message: <4951fcbd$1@news.povray.org>
I confess I lost my way along the road....

I can reproduce the water code without a problem, but the pool is beyond me 
now. Somewhere I lost pieces of code. Could you re-post the complete pool 
code as it stands now, please?  Thanks!!

Thomas


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From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 24 Dec 2008 22:10:00
Message: <web.4952f8346655db18112f56370@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I confess I lost my way along the road....
>
> I can reproduce the water code without a problem, but the pool is beyond me
> now. Somewhere I lost pieces of code. Could you re-post the complete pool
> code as it stands now, please?  Thanks!!
>
> Thomas

There were 3 "boxUV" where the second and third evolved for the pure brain-wave
patterns of TgQ.

I decided to go with the 3rd, "TQ_BoxUV".



///////////////////////////////////////////////////// TgQ
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#declare normhf = 0;
#include "TQ_water.pov"



#declare BSiz=<240,72,240>; // box size
#declare TilSiz=<4,8,1>;    //Size of tile (x,y)
#declare Grt=0.5;         //Width of grout
#declare TilCol=rgb <.6,.6,1>;  //Tile colour
#declare GrtCol=rgb 1;

#include "TQ_BoxUV.pov"
#declare pool_box_CSG =
difference {
    box { <-8, -72, -8> <232, 0, 232> } // legoworld hole  +8
    box { <0, -64, 0> <224, 1, 224> }
    texture { TQ_BoxUV basic_finish }
    translate <-8,0,-8>
}


#declare BSiz=<8,72,232>;
#include "TQ_BoxUV.pov"

#declare pool_box =
union {
   box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } translate <-16,-72,-8> }
   box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } rotate y*90 translate
<-8,-72,224> }
   box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } translate <216,-72,-8> }
   box { 0 <8,72,232> texture { TQ_BoxUV basic_finish } rotate y*90 translate
<-16,-72,-8> }
   //floor
   #declare BSiz=<240, 240, 8>;
   #include "TQ_BoxUV.pov"
   box { 0 <240, 240, 8> texture { TQ_BoxUV basic_finish } rotate x*90
translate <-16,-64,-16> }
}
//object { pool_box translate y*4 }
///////////////////////////////////////////////////// TgQ
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


#declare pool =
union {
   object { pool_box }
   #if (normhf) object { TQ_water_hf }
   #else object { TQ_water_n }
   #end
   object { beachball scale 8.5 rotate z*45 rotate y*-55 translate <53,6.3,100>
} //<30,6.5,55> }
   translate y*4
}


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Attachments:
Download 'magician_tq.zip' (2 KB)

From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 24 Dec 2008 23:30:01
Message: <web.49530bf26655db18112f56370@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I confess I lost my way along the road....
>
> I can reproduce the water code without a problem, but the pool is beyond me
> now. Somewhere I lost pieces of code. Could you re-post the complete pool
> code as it stands now, please?  Thanks!!
>
> Thomas


The previous pool is in an earlier poolscene in legolib.zip:
http://home.earthlink.net/~openuniverse/

Intending, to update the scene in that file to include a road without 49
legoRoad warnings and my Rune adaptation,
including laser.inc
including hash.inc
including triangulation.inc

$Christmas slowing me down.
I hear it is really Nimrods birthday!

I think even darker finish than anything before looks better, what do you think?
(for the road) ambient 0.08 phong .3 phong_size 450 roughness 0.05 reflection
0.05
(rgb .887)


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Attachments:
Download 'lego_pool_04d.png' (678 KB)

Preview of image 'lego_pool_04d.png'
lego_pool_04d.png


 

From: Thomas de Groot
Subject: Re: Bathtub - take 2
Date: 25 Dec 2008 03:11:59
Message: <4953404f$1@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> schreef in bericht 
news:web.49530bf26655db18112f56370@news.povray.org...
> $Christmas slowing me down.
> I hear it is really Nimrods birthday!
>

I don't know about Nimrod, but certainly Mithra's.

Thomas


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From: Thomas de Groot
Subject: Re: Bathtub - take 2
Date: 25 Dec 2008 03:15:24
Message: <4953411c$1@news.povray.org>
Thank you very much, Trevor and you. I am going to study this, at least to 
learn something about building this kind of code. Never too old to make 
those little grey cells do a bit of work out :-)

Thomas


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