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And it's... even more Bullet physics fun :)
The coins use height data from a real object. Working in Gimp, I followed a
tutorial(1) to create normal maps for both sides, and then used a certain
program(2) to generate the depth information POV needs. Four scans per side were
required, which is definitely the most time-consuming part of the process,
especially considering the fact that I only had one coin to work with. The maps
were finalized with some selective Gaussian blurring to clean up as many
artifacts as possible.
The results aren't perfect, as I'm limited by the quality of the initial scans,
and by the conversion program's 512x512 .bmp output. But they aren't too bad,
and I may end up generating maps for the lesser denominations as well.
Sam
(1) http://zarria.net/nrmphoto/nrmphoto.html
(2) http://zarria.net/heightmap/
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Attachments:
Download 'lbrty-coins.jpg' (301 KB)
Preview of image 'lbrty-coins.jpg'
![lbrty-coins.jpg](/povray.binaries.images/attachment/%3Cweb.505e1d747712b0969c1a12990%40news.povray.org%3E/lbrty-coins.jpg?ttop=443866&toff=1750&preview=1)
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Thanks for sharing this technique, Sam, and a great image.
Thomas
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On 22/09/12 22:20, Samuel Benge wrote:
> And it's... even more Bullet physics fun :)
Yeah... this seems like a bulletphysics.org forum these days! :)
> The results aren't perfect, as I'm limited by the quality of the
> initial scans, and by the conversion program's 512x512 .bmp output.
> But they aren't too bad, and I may end up generating maps for the
> lesser denominations as well.
>
The home-made scan process seems to have worked decently, and the
texturing it's awesome, like if they were coined just a few seconds ago.
BTW, I tried to do a very similar scene, but I can't get cylinders to
work on Koppi's playground...
--
Jaime
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"Samuel Benge" <stb### [at] hotmail com> wrote:
> And it's... even more Bullet physics fun :)
Beautifully done Sam, the gold looks so real!
-------------------------------------------------
www.McGregorFineArt.com
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Thomas de Groot <tho### [at] degroot org> wrote:
> Thanks for sharing this technique, Sam, and a great image.
Thank you, Thomas.
Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> On 22/09/12 22:20, Samuel Benge wrote:
> > And it's... even more Bullet physics fun :)
>
> Yeah... this seems like a bulletphysics.org forum these days! :)
I'm pretty sure it's your fault, somehow :)
> > The results aren't perfect
>
> The home-made scan process seems to have worked decently, and the
> texturing it's awesome, like if they were coined just a few seconds ago.
I was shooting for a few weeks longer than that, but thanks!
> BTW, I tried to do a very similar scene, but I can't get cylinders to
> work on Koppi's playground...
Well, there's always Blender, and the POV exporter I wrote for it. All you have
to do is select your objects and export them; I didn't complicate the process in
any way. (A first, eh? :D) If you do go the Blender route, here's a tip: never
save your scene after recording physics to the IPO.
"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> Beautifully done Sam, the gold looks so real!
TY. I'm fairly certain they didn't use real gold for this coin. Mine is looking
rather oxidized, and as we know, gold is too noble for that sort of indecency ;)
If anyone's interested, I've attached the bump maps used for the image.
Sam
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Preview of image 'lbtybump.png'
![lbtybump.png](/povray.binaries.images/attachment/%3Cweb.505f6f6f98296b202182165e0%40news.povray.org%3E/lbtybump.png?ttop=443866&toff=1750&preview=1)
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On Sun, 23 Sep 2012 16:22:07 -0400, Samuel Benge wrote:
> Well, there's always Blender, and the POV exporter I wrote for it.
Oooh, what version of povray does your exporter support, and where can it
be found?
Jim
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