POV-Ray : Newsgroups : povray.general : Mud Cracks Server Time
31 Oct 2024 14:11:06 EDT (-0400)
  Mud Cracks (Message 1 to 4 of 4)  
From: Anthony D  Baye
Subject: Mud Cracks
Date: 18 Aug 2005 01:49:21
Message: <43042161@news.povray.org>
Can anybody suggest a method procedural method, (Not using an image 
file) to create a pattern of mud cracks such as one might find in the 
desert?

I'd like to use an Isosurface for this, and I need to Use it in a 
difference.

For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg

Regards,

A.D.B.


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From: Mike Williams
Subject: Re: Mud Cracks
Date: 18 Aug 2005 03:41:27
Message: <W1sZTBALqDBDFwOS@econym.demon.co.uk>
Wasn't it Anthony D. Baye who wrote:
>Can anybody suggest a method procedural method, (Not using an image 
>file) to create a pattern of mud cracks such as one might find in the 
>desert?
>
>I'd like to use an Isosurface for this, and I need to Use it in a 
>difference.
>
>For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg

Here's something that might get you started in the right direction


camera { location  <0, 2, -4> look_at <0, 0.1, 0> angle 17}
light_source {<-100,100,100> colour rgb 1}

#declare P1=function{
  pigment{
    crackle 
    colour_map {[0 rgb 0][0.08 rgb 1]}
    turbulence 0.2
  }
}

#declare P2=function{
  pigment{
    crackle 
    colour_map {[0 rgb 0][0.025 rgb 1]}
  }
}

#declare Scale1=0.2;
#declare Scale2=0.07;
#declare Height1=0.03;
#declare Height2=0.01;
isosurface {
  function { y - P1(x/Scale1,0,z/Scale1).x*Height1
      - P2(x/Scale2,0,z/Scale2).x*Height2
  }
  max_gradient 12
  contained_by{box{<-1,-0.01,-1><1,(Height1+Height2)*1.01,1>}}
  max_trace 4
  pigment {rgb .9}
}
      
It's not fast, and small changes to the Scale and Height parameters can
require significant changes to the max_gradient.

The "max_trace 4" isn't actually required in this scene, but you'll need
it when you use it in your difference.


-- 
Mike Williams
Gentleman of Leisure


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From: Zeger Knaepen
Subject: Re: Mud Cracks
Date: 18 Aug 2005 16:41:08
Message: <4304f264$1@news.povray.org>
There's a problem with simulating cracks with the crackle-pattern: with real

crackle-pattern gives an entirely different pattern which is more suitable for
things like mosaics.

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)                 // ZK http://www.povplace.com


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From: Anthony D  Baye
Subject: Re: Mud Cracks
Date: 18 Aug 2005 17:03:11
Message: <4304f78f$1@news.povray.org>
Mike Williams wrote:
> Wasn't it Anthony D. Baye who wrote:
> 
>>Can anybody suggest a method procedural method, (Not using an image 
>>file) to create a pattern of mud cracks such as one might find in the 
>>desert?
>>
>>I'd like to use an Isosurface for this, and I need to Use it in a 
>>difference.
>>
>>For example, see: http://pespmc1.vub.ac.be/Photos/MudCracks.jpg
> 
> 
> Here's something that might get you started in the right direction
> 
> 
> camera { location  <0, 2, -4> look_at <0, 0.1, 0> angle 17}
> light_source {<-100,100,100> colour rgb 1}
> 
> #declare P1=function{
>   pigment{
>     crackle 
>     colour_map {[0 rgb 0][0.08 rgb 1]}
>     turbulence 0.2
>   }
> }
> 
> #declare P2=function{
>   pigment{
>     crackle 
>     colour_map {[0 rgb 0][0.025 rgb 1]}
>   }
> }
> 
> #declare Scale1=0.2;
> #declare Scale2=0.07;
> #declare Height1=0.03;
> #declare Height2=0.01;
> isosurface {
>   function { y - P1(x/Scale1,0,z/Scale1).x*Height1
>       - P2(x/Scale2,0,z/Scale2).x*Height2
>   }
>   max_gradient 12
>   contained_by{box{<-1,-0.01,-1><1,(Height1+Height2)*1.01,1>}}
>   max_trace 4
>   pigment {rgb .9}
> }
>       
> It's not fast, and small changes to the Scale and Height parameters can
> require significant changes to the max_gradient.
> 
> The "max_trace 4" isn't actually required in this scene, but you'll need
> it when you use it in your difference.
> 
> 
Hey Mike,

	Thanx, I'll try that.  The only problem I foresee is adjustment to my 
scale.  I'm building my model in a scale of 1 unit = 1 inch.

Regards,

A.D.B.


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