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Op 24/06/2021 om 19:16 schreef Chris R:
> "Chris R" <car### [at] comcastnet> wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> Op 23-6-2021 om 20:17 schreef Chris R:
>>>
>>>> Still not completely happy with the look and texture of the mortar, but I think
>>>> these bricks are a big improvement on the original without individually creating
>>>> each brick.
>>>>
>>> Agreed. Still, I have a problem with the vertical 'roughness' of the
>>> bricks and the horizontal 'roughness' of the mortar. Try to give that
>>> some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
>>> the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
>>> scale that 'roughness' also up for the bricks. It should not have the
>>> same apparent size as the mortar.
>>>
>>> --
>>> Thomas
>>
>> Thanks for the suggestions. I am using the builtin f_wrinkles and f_bumps for
>> the roughness, but I have my own way of adding turbulence to those. I made some
>> much larger changes to the grout roughness to improve that as well.
>>
>> The rough wood panels on the sides are to give context for the scene I am
>> developing.
>>
>> (The green line is an axis I use in my test scenes so I can see where noise
>> extends beyond the basic shape.)
>>
Much better indeed. Personally, I would like to see some more randomness
in those brick's patterns but that is just my own feeling.
--
Thomas
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> Op 24/06/2021 om 17:17 schreef Alain Martel:
>>
>> The vertical roughness of the bricks is very similar to what an actual
>> intentionally made like that.
>
> I had not been aware of that. In this "bricks country", they are not
> very common apparently, or at least I have never seen them. ;-)
>
Not common here, but I've seen several houses and other buildings that
loss some popularity lately.
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"Chris R" <car### [at] comcastnet> wrote:
> Still not completely happy with the look and texture of the mortar, but I think
> these bricks are a big improvement on the original without individually creating
> each brick.
I like this particular render of the bricks, since I know exactly what type of
brick you are making. The later render with all of the turbulence wrecks that.
https://www.masonsmasonry.com/usercontent/Brick/No9Blend.jpg
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > Still not completely happy with the look and texture of the mortar, but I think
> > these bricks are a big improvement on the original without individually creating
> > each brick.
>
> I like this particular render of the bricks, since I know exactly what type of
> brick you are making. The later render with all of the turbulence wrecks that.
>
> https://www.masonsmasonry.com/usercontent/Brick/No9Blend.jpg
The nice thing is that with about 2 lines of code changes I can have either
version.
I am also thinking about other ways of varying the depth of the bricks. I am
currently using a moderately scaled f_snoise3d function to push the bricks out
and in from the intended plane of the wall. It gives interesting effects where
bricks get pushed out at angles. But there are other ways using warp repeat
patters where I could get the bricks to push out or in as a whole, allowing some
more interesting patterns of brick layout.
--
Chris
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On 5/7/2021 7:31 AM, s.day wrote:
> I can't say exactly what it is but the lighting looks odd maybe better radiosity
> settings.
>
I have no clue why, but with LightSys I find I always have to crank up
the lumens in order to get nice looking results. Otherwise, 90% of the
time the colors are super washed out. Maybe the default behavior is
realistic, but it doesn't look nice. To me it looks "wrong".
Mike
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On 5/3/2021 7:33 AM, Thomas de Groot wrote:
> Yes, I guess that is the crucial point here. Otoh, It can also be solved
> by using a much simpler texture for the background, involving the same
> colour_map scaled down, and without all the fancy stuff...
>
But mipmapping has nothing to do with scaling, it is reducing the
resolution or clarity. Is there a simple way to take a (traditional)
povray texture and apply blurring to it? Is there a "blur" warp? In
Photoshop or GIMP this is simple.
Mike
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On 5/3/2021 4:19 AM, Thomas de Groot wrote:
> I conclude from that, that aa is the ray-tracing answer to mipmapping,
> and I guess that my initial suggestion of stochastic aa is the correct one.
>
Not just aa, but atmospheric media too, probably.
Mike
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On 6/27/2021 4:52 PM, Mike Horvath wrote:
> On 5/3/2021 7:33 AM, Thomas de Groot wrote:
>> Yes, I guess that is the crucial point here. Otoh, It can also be
>> solved by using a much simpler texture for the background, involving
>> the same colour_map scaled down, and without all the fancy stuff...
>>
>
> But mipmapping has nothing to do with scaling, it is reducing the
> resolution or clarity. Is there a simple way to take a (traditional)
> povray texture and apply blurring to it? Is there a "blur" warp? In
> Photoshop or GIMP this is simple.
>
>
> Mike
https://github.com/t-o-k/POV-Ray-gaussian-blur
Just need to make the effect dependent on distance from camera.
Mike
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I tried making a nice brick wall a few years ago and gave up.
https://upload.wikimedia.org/wikipedia/commons/archive/e/e4/20210131003342%21Rbg_spotlights.png
It's hopeless.
Mike
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Op 27/06/2021 om 22:59 schreef Mike Horvath:
> On 6/27/2021 4:52 PM, Mike Horvath wrote:
>> On 5/3/2021 7:33 AM, Thomas de Groot wrote:
>>> Yes, I guess that is the crucial point here. Otoh, It can also be
>>> solved by using a much simpler texture for the background, involving
>>> the same colour_map scaled down, and without all the fancy stuff...
>>>
>>
>> But mipmapping has nothing to do with scaling, it is reducing the
>> resolution or clarity. Is there a simple way to take a (traditional)
>> povray texture and apply blurring to it? Is there a "blur" warp? In
>> Photoshop or GIMP this is simple.
>>
>>
>> Mike
>
>
> https://github.com/t-o-k/POV-Ray-gaussian-blur
>
> Just need to make the effect dependent on distance from camera.
>
Ah! Good reminder, thanks! Never used it though but got it in a dark
corner of my memory. ;-)
--
Thomas
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