POV-Ray : Newsgroups : povray.general : Random hull plates / Tech texture Server Time
20 Nov 2024 12:33:45 EST (-0500)
  Random hull plates / Tech texture (Message 1 to 4 of 4)  
From: John D  Gwinner
Subject: Random hull plates / Tech texture
Date: 26 Aug 2001 12:35:11
Message: <3b89253f$1@news.povray.org>
Has anyone seen the Pontiac commercial where the car is driving down a
'technical' road.  The road look slike a series of overlapping square and
triangular shapes, and seems to be bump-mapped as well.

I'd like to develop a procedural texture that's like that.  I thought of
using either bricks or checkers, but the object here would be to make it
look like overlapping squares.

I've seen several requests for something like this but no specific answers,
so I thought maybe we could come up with something as a group.

If we really get desperate, maybe adding some code to MegaPOV to do an iso
surface.  Whoops, this may be the wrong group <G>.

Is there a way to make the square boxes in either bricks or checker to move
randomly in the x/y directions?

        == John ==


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From: Peter Popov
Subject: Re: Random hull plates / Tech texture
Date: 26 Aug 2001 18:22:58
Message: <pitiotgtr9e7leqajl63scfkvu7qcndnqr@4ax.com>
On Sun, 26 Aug 2001 09:41:09 -0700, "John D. Gwinner"
<jgw### [at] hotmailcom> wrote:

>Is there a way to make the square boxes in either bricks or checker to move
>randomly in the x/y directions?

Various rect stone wall macros have been posted in the scene files
groups, some of them rather recently. Seek and thou shalt find :)


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Marc-Hendrik Bremer
Subject: Re: Random hull plates / Tech texture
Date: 27 Aug 2001 17:24:28
Message: <3b8aba8c@news.povray.org>
Hi,

perhaps you could use crackle metric 1. It needs Megapov and is quite slow,
but it looks like overlapping rectangles. They a different in size, though.

Hope it helps,

Marc-Hendrik


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From: Pete
Subject: Re: Random hull plates / Tech texture
Date: 29 Aug 2001 22:46:17
Message: <1463.641T1105T13444518PeterC@nym.alias.net>
John Gwinner wrote:

>Has anyone seen the Pontiac commercial where the car is driving down a
>'technical' road.  The road look slike a series of overlapping square and
>triangular shapes, and seems to be bump-mapped as well.

No I havn't seen it but I think I get your drift.

>I'd like to develop a procedural texture that's like that.  I thought of
>using either bricks or checkers, but the object here would be to make it
>look like overlapping squares.

Me too!  :)

>I've seen several requests for something like this but no specific answers,
>so I thought maybe we could come up with something as a group.

Yeah!

>If we really get desperate, maybe adding some code to MegaPOV to do an iso
>surface.  Whoops, this may be the wrong group <G>.

While not exactly what is needed, the MegaPOV "cells" pigment
may be of help.  I don't use megaPOV myself so I could be wrong.

>Is there a way to make the square boxes in either bricks or checker to move
>randomly in the x/y directions?

I think it might be better to write a macro to build actual
greebles (as objects) rather than just use a texture.  I've
written a few .pov files that attempt this but none are
satisfying.  Greebles / hull plates are hard to do!

One hint for you if you decide to try it yourself: if
you make a "tile" of greebles that is a mesh object, you can
tile it to the horizon.  Real cool.  Gilles Trans uses
this technique in his grass macro.  Really neat!

>        == John ==

Pete


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