POV-Ray : Newsgroups : povray.binaries.images : Beta 40 texture_map Server Time
31 Jul 2024 00:30:49 EDT (-0400)
  Beta 40 texture_map (Message 1 to 7 of 7)  
From: Dave Blandston
Subject: Beta 40 texture_map
Date: 9 Dec 2010 20:25:01
Message: <web.4d0180779596b89966554e20@news.povray.org>
Hello,

I promise I read the change log for Beta 40 and did not see anything about
changes to how texture_map works. In this image, the copper bullet and the brass
case are texture_maps, and everthing else is either a layered texture or a
simple texture. The texture_map textures look much different...

Regards,
Dave Blandston


Post a reply to this message


Attachments:
Download 'temp.jpg' (126 KB)

Preview of image 'temp.jpg'
temp.jpg


 

From: clipka
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 06:14:23
Message: <4d020b8f@news.povray.org>
Am 10.12.2010 02:22, schrieb Dave Blandston:

> I promise I read the change log for Beta 40 and did not see anything about
> changes to how texture_map works. In this image, the copper bullet and the brass
> case are texture_maps, and everthing else is either a layered texture or a
> simple texture. The texture_map textures look much different...

Please help us with some details. What pattern are you using, and what 
textures do you map?

As a quick guess I'd say you're using an image_pattern and experiencing 
gamma issues.


Post a reply to this message

From: Dave Blandston
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 12:35:01
Message: <web.4d0264534661e3c7966554e20@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Please help us with some details. What pattern are you using, and what
> textures do you map?
>
> As a quick guess I'd say you're using an image_pattern and experiencing
> gamma issues.

These are the textures in my image that changed from Beta 39 to 40. The textures
that don't use "texture_map" remained the same. The final textures that are
applied to the objects are called "CaseColor" and "BulletColor."
---------------------------------------------------

#macro MakeCaseColor ()

   #local CaseBrilliance = 9;
   #local CaseDiffuse = .4;

   #local CaseColor2 = texture { //Top
      #local Brightness = .85;
      #local NColors = 4;
      #local ColorX = array [NColors] {
         <117. 94, 63> / 255 * Brightness //Light brown
         <49, 39, 36> / 255 * Brightness  //Dark red
         <78, 65, 49> / 255 * Brightness  //Medium brown
         <98, 73, 43> / 255 * Brightness  //Light brown
      } //array
      pigment {
         bozo
         turbulence .8
         omega 1
         color_map {
            #local I = 0;
            #while (I < NColors)
               [I / (NColors - 1) color ColorX [I]]
               #local I = I + 1;
            #end //#while
         } //color_map
         scale .1
      } //pigment
      finish {
         brilliance 2
         diffuse .3
         metallic
         specular .55
         roughness .15
         reflection .02
         emission .35
      } //finish
   } //texture

   #local Brightness = 1;

   #local CaseColor1A = texture { //Bottom
      pigment {color rgb <171, 115, 64> / 255 * Brightness} //Light brown
      finish {
         brilliance CaseBrilliance
         diffuse CaseDiffuse
         metallic
         specular .8
         roughness .01
         reflection .28
         emission 0
      } //finish
   } //texture

   #local CaseColor1B = texture { //Bottom
      pigment {color rgb <127, 74, 24> / 255 * Brightness} //Medium brown
      finish {
         brilliance CaseBrilliance
         diffuse CaseDiffuse
         metallic
         specular .55
         roughness .015
         reflection .08
         emission 0
      } //finish
   } //texture

   #local CaseColor1C = texture { //Bottom
      pigment {color rgb <99, 59, 23> / 255 * Brightness} //Dark brown
      finish {
         brilliance CaseBrilliance
         diffuse CaseDiffuse
         metallic
         specular .45
         roughness .02
         reflection .05
         emission 0
      } //finish
   } //texture

   #local CaseColor1 = texture { //Bottom
      bozo
      turbulence .8
      omega 1
      texture_map {
         [0 CaseColor1B]
         [.3 CaseColor1A]
         [.7 CaseColor1A]
         [1 CaseColor1C]
      } //texture_map
      scale .075
   } //texture

   #local VerticalVariance = rand (Randomizer_Misc) * .8 - .4;

   #declare CaseColor = texture {
      gradient y
      texture_map {
         [0 CaseColor1] //Bottom
         [.6 + VerticalVariance CaseColor1]
         [1 CaseColor2] //Top
      } //texture_map
      scale 53
      translate -.1 * y
   } //texture

#end //#macro MakeCaseColor



//End of texture, start of the next one...


#local BulletBrilliance = 9;
#local BulletDiffuse = .4;

#local Brightness = .55;

#local Copper_New = color rgb <247, 162, 108> / 255;

#local BulletColor1 = texture {
   pigment {color Copper_New * Brightness}
   finish {
      brilliance BulletBrilliance
      diffuse BulletDiffuse
      metallic
      specular .8
      roughness .008
      reflection .4
      emission 0
   } //finish
} //texture

#local BulletColor2 = texture {
   #local NColors = 3;
   #local ColorX = array [NColors] {
      <146, 98, 90> / 255 * Brightness   //Medium red
      <189, 102, 90> / 255 * Brightness  //Light orange
      <148, 124, 114> / 255 * Brightness //Grayish red
   } //array
   pigment {
      bozo
      color_map {
         [0 color ColorX [0]]
         [.4 color (ColorX [0] + ColorX [1]) / 2]
         [.5 color ColorX [1]]
         [1 color ColorX [2]]
      } //color_map
      scale 2
   } //pigment
   finish {
      brilliance BulletBrilliance
      diffuse BulletDiffuse
      metallic
      specular .4
      roughness .01
      reflection .2
      emission 0
   } //finish
} //texture

#local BulletColor = texture {
   bozo
   turbulence .2
   omega 1.2
   texture_map {
      [0 BulletColor1]
      [.65 BulletColor1]
      [1 BulletColor2]
   } //texture_map
   scale <1, 2.5, 1>
} //texture


Post a reply to this message

From: Tim Cook
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 12:58:13
Message: <4d026a35@news.povray.org>
On 2010-12-10 11:33, Dave Blandston wrote:
>     #local CaseColor2 = texture { //Top
>        #local Brightness = .85;
>        #local NColors = 4;
>        #local ColorX = array [NColors] {
>           <117. 94, 63>  / 255 * Brightness //Light brown
>           <49, 39, 36>  / 255 * Brightness  //Dark red
>           <78, 65, 49>  / 255 * Brightness  //Medium brown
>           <98, 73, 43>  / 255 * Brightness  //Light brown
>        } //array

Typo in line "<117. 94, 63>  / 255 * Brightness //Light brown", not a 
comma after 117.  Don't know if that matters, just pointing it out.

-- 
Tim Cook


Post a reply to this message

From: clipka
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 13:05:56
Message: <4d026c04$1@news.povray.org>
Am 10.12.2010 18:33, schrieb Dave Blandston:
> clipka<ano### [at] anonymousorg>  wrote:
>> Please help us with some details. What pattern are you using, and what
>> textures do you map?
>>
>> As a quick guess I'd say you're using an image_pattern and experiencing
>> gamma issues.
>
> These are the textures in my image that changed from Beta 39 to 40. The textures
> that don't use "texture_map" remained the same. The final textures that are
> applied to the objects are called "CaseColor" and "BulletColor."

Try adding "noise_generator 1" to the offending textures.

POV-Ray 3.7 beta 39 (and probably also earlier betas) had a bug causing 
the noise_generator to default to 1 instead of 2 for patterns used 
directly in a texture{} statement (which typically occurs in combination 
with a texture_map). This caused a change in overall "brightness" of the 
pattern. As this was fixed with beta 40, your observation may well be a 
result of this change.

If that is the case, then beta 40 is right and 39 was wrong, and the 
easiest way to fix your scene is probably to explicitly specify 
"noise_generator 1" wherever you are using a texture_map.

See http://bugs.povray.org/task/168 for a few more details.


Post a reply to this message

From: Dave Blandston
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 13:10:00
Message: <web.4d026be04661e3c7966554e20@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> Typo in line "<117. 94, 63>  / 255 * Brightness //Light brown", not a
> comma after 117.  Don't know if that matters, just pointing it out.
>
> --
> Tim Cook

Oh, thanks!


Post a reply to this message

From: Dave Blandston
Subject: Re: Beta 40 texture_map
Date: 10 Dec 2010 13:35:00
Message: <web.4d0271f04661e3c7966554e20@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Try adding "noise_generator 1" to the offending textures.

Yep, that was what caused the change! Thanks - once again I appreciate your help
tremendously!

Regards,
Dave Blandston


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.