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Hi,
for my upcoming 1850s Mississippi Paddle-Wheel Steamboat I have
questions about a number of features that I never needed that way
before. Here is my next inquiry.
Many parts of the steamboats were constructed using wooden planks (each
40cm = wide). I know I can create the separations between the planks by
using a NORMAL that creates deepened straight lines. No problem here.
But I also want to have a lumber texture for each plank, and it cannot
be a continuous grain texture. Each plank needs to have its own grain
that does not continue with the neighboring planks. And that is my
question: how to achieve that if I try to avoid using IMAGE_MAPs?
---
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http://news.povray.org/povray.binaries.images/thread/%3C5a0a0046%40news.povray.org%3E/?ttop=418786&mtop=418822&moff=30
Post a reply to this message
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Yes, that will do.
What a great work that is that you did there. It is exactly what I need.
But it is a looong file, and my intention is to change it to a macro
where I can adjust through the macro parameters the length and width of
the planks, and the color of the wood used.
- plank length
- plank width
- wood base color
- wood grain color
That file is really long, I have to find those locations where I want to
make the change, might take me a while.
But then again, since you are the developer of this absolutely useful
and artistic piece of coding, I wonder if you self wouldn't want to
create a macro of this and add it to the POV-Ray resources (objects)? I
think, it really belongs to be there, once it is an adjustable macro.
Even if I make it to a macro, I would place it there but give all credit
to you (no word of mine), if you agree on that. But for the perfection
of things, it should be 100% you behind this wonderful work.
---
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> What a great work that is that you did there. It is exactly what I need.
Thanks - I still think needs some serious artistic work in the pigment /
texturing, but it slaps together a serviceable floor.
> But it is a looong file, and my intention is to change it to a macro
> where I can adjust through the macro parameters the length and width of
> the planks, and the color of the wood used.
> - plank length
> - plank width
> - wood base color
> - wood grain color
Right - I think when I posted the code, there was some discussion of tidying it
up for general use. My free time isn't ANYTHING like it was when I wrote that
scene, but maybe it can iteratively get improved.
It's definitely a recurring need, and a topic that's been addressed LOTS of
times in the past.
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All I know is, this is a superb feature, and cries for further
development. In fact, to me it is perfect already as it is. it just
needs to become macronized.
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Le 18-03-30 à 19:43, Sven Littkowski a écrit :
> Hi,
>
> for my upcoming 1850s Mississippi Paddle-Wheel Steamboat I have
> questions about a number of features that I never needed that way
> before. Here is my next inquiry.
>
> Many parts of the steamboats were constructed using wooden planks (each
> 40cm = wide). I know I can create the separations between the planks by
> using a NORMAL that creates deepened straight lines. No problem here.
> But I also want to have a lumber texture for each plank, and it cannot
> be a continuous grain texture. Each plank needs to have its own grain
> that does not continue with the neighboring planks. And that is my
> question: how to achieve that if I try to avoid using IMAGE_MAPs?
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
Use warp with the repeat option.
You can add some variations using the offset and flip variations.
offset shift the pattern by some amount in some direction.
If you repeat along the X axis, you can have an offset along the Y, Z
and X axis. The 3 can have different amplitudes.
The flip option allow you to mirror the pattern along an axis.
You can flip the 3 axis using different periods.
Combining flip and offset, you can make sure that no two planks are
identical, and always different from it's neibours.
Alain
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Am 31.03.2018 um 01:43 schrieb Sven Littkowski:
> Many parts of the steamboats were constructed using wooden planks (each
> 40cm = wide). I know I can create the separations between the planks by
> using a NORMAL that creates deepened straight lines. No problem here.
> But I also want to have a lumber texture for each plank, and it cannot
> be a continuous grain texture. Each plank needs to have its own grain
> that does not continue with the neighboring planks. And that is my
> question: how to achieve that if I try to avoid using IMAGE_MAPs?
repeat warps maybe?
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Bald Eagle (is that a native American chieftain or warrior name?) came
up with a truly great code he had created some time ago. I think, I want
to use that code, and try to persuade him to develop his code into a
macro and make it available to all the POV-Ray community through the
POV-Ray Resources (objects) Page.
His code gives really amazingly good results. I can highly recommend
that. In fact, I believe as planks are so much needed for so many
scenes, by so many users, it should become one of the POV-Ray includes
that come together with the POV-Ray installation, once it exists as a macro.
As a macro, I would consider the following parameters as needed:
- plank width
- plank length
- wood base color
- wood grain color
- wood grain type
where the last three parameters could be replaced with the usage of one
of the existing wood types that come with POV-Ray if the user prefers that.
---
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You may want to look at this too, by Dan Hentschel.
--
Thomas
Post a reply to this message
Attachments:
Download 'dh_woodfloor_2.mcr.txt' (11 KB)
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Thomas de Groot <tho### [at] degroot org> wrote:
> You may want to look at this too, by Dan Hentschel.
>
> --
> Thomas
Yes, the whole wood floor thing is just a variation of code from Warp, Hentschel
and deGroot - a respectable POV-Ray law firm.
Plus there was a lot of guidance from a host of people following the WIPs.
Which I suppose ought to be WsIP....
I added a dark sheet to give some definition to the cracks between the boards,
but that was probably the only major attribute that I may have added.
And Sven - I've looked it over, and the actual wood-floor building part isn't
that long at all. Most of that code is just wood textures.
I'll chisel away at it to see how much I can simplify it, but the actual code is
pretty simple. It's just a matter of rewriting it so that external textures
can be plugged in.
But thanks for the positive response :)
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Probably halfway through it.
One thing I did notice was that using optional in the macro definition allows
you to pass undefined variables to the macro, and there is no error or warning
message of any kind.
Kinda pulled out some hair debugging that.
Not sure how much farther RL will let me get with it today...
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On 1-4-2018 17:14, Bald Eagle wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> You may want to look at this too, by Dan Hentschel.
>>
>> --
>> Thomas
>
> Yes, the whole wood floor thing is just a variation of code from Warp, Hentschel
> and deGroot - a respectable POV-Ray law firm.
Well, we might consider you as a junior associate, hmm?
> Plus there was a lot of guidance from a host of people following the WIPs.
> Which I suppose ought to be WsIP....
That is the nice thing about POV-Ray.
--
Thomas
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Thanks. Will try to adapt both given examples to what I need. But i
recognize, both versions are solid bodies and not just plain textures.
Will check further...
On 01.04.2018 01:53, Thomas de Groot wrote:
> /************************************************************************
**********
> Persistence of Vision Ray Tracer Scene Description File
> File name : DH_WoodFloor_2.pov
> Version : 3.6
> Description : Macro for making a wooden board floor
> in version 2 the texture has been changed to a patterned o
ne
>
> Date : October 2004; version 2: 31 March 2008
> Author : Dan B. Hentschel
> Adapted : Thomas de Groot (03-2008 & 11-2017)
> E-mail : Povray newsgroup
>
> Copyright (C) 2004. All rights reserved.
> *************************************************************************
*********/
>
> // for use with v.3.7:
> // +w640 +h640 +a0.3 +am2 +bm2 +wt6
> // +w800 +h800 +a0.3 +am2 +bm2 +wt6
> //Using UberPOV no_cache; stochastic antialiasing; roughness
> //+w800 +h800 +am3 +a0.01 +ac0.9 +r4 +bm2 +wt6
>
> //#version 3.7;
> #version unofficial patch 3.71; //UberPOV
> #patch "upov-radiosity-no_cache" 0.1;
> #patch "upov-reflection-roughness" 0.9;
>
> #ifndef (Standalone) #declare Standalone = true; #end
> #include "rand.inc"
>
>
> #macro Woodmap1(r,g,b)
> [0.0, 0.1 color srgb <0.88*r, 0.60*g, 0.40*b>
> color srgb <0.88*r, 0.60*g, 0.40*b>]
> [0.1, 0.9 color srgb <0.88*r, 0.60*g, 0.40*b>
> color srgb <0.60*r, 0.30*g, 0.20*b>]
> [0.9, 1.0 color srgb <0.60*r, 0.30*g, 0.20*b>
> color srgb <0.60*r, 0.30*g, 0.20*b>]
> #end
>
> #macro Woodmap2(r,g,b)
> [0.0, 0.1 color srgbt <0.55*r, 0.32*g, 0.20*b, 0.100>
> color srgbt <0.55*r, 0.32*g, 0.20*b, 0.500>]
> [0.1, 0.2 color srgbt <0.55*r, 0.35*g, 0.20*b, 0.650>
> color srgbt <0.88*r, 0.60*g, 0.40*b, 0.975>]
> [0.2, 0.3 color srgbt <0.88*r, 0.60*g, 0.40*b, 0.975>
> color srgbt <0.60*r, 0.30*g, 0.20*b, 1.000>]
> [0.3, 0.4 color srgbt <0.60*r, 0.30*g, 0.20*b, 0.100>
> color srgbt <0.60*r, 0.30*g, 0.20*b, 0.500>]
> [0.4, 0.9 color srgbt <0.60*r, 0.30*g, 0.20*b, 0.650>
> color srgbt <0.88*r, 0.60*g, 0.40*b, 0.975>]
> [0.9, 1.0 color srgbt <0.88*r, 0.60*g, 0.40*b, 0.975>
> color srgbt <0.55*r, 0.32*g, 0.20*b, 1.000>]
> #end
>
> #declare Woodpig1 =
> pigment {
> wood
> turbulence 0.04
> octaves 3
> scale <0.05, .05, 1>*0.2
> }
>
> #declare Woodnor1 =
> normal {
> wood
> turbulence 0.04
> octaves 3
> scale <0.05, .05, 1>*0.2
> }
>
> #declare Woodpig2 =
> pigment {
> wood
> turbulence <0.1, 0.5, 1>
> octaves 5
> lambda 3.25
> scale <0.15, .5, 1>*0.2
> rotate <5, 10, 5>*0.05
> translate -x*2
> }
>
> #declare Woodnor2 =
> normal {
> wood
> turbulence <0.1, 0.5, 1>
> octaves 5
> lambda 3.25
> scale <0.15, .5, 1>*0.2
> rotate <5, 10, 5>*0.05
> translate -x*2
> }
>
> #declare floor_sd=seed(12);
>
> //=======================
=========================
========================cha
nged by TdG
> #macro wood_floor_texture(r,g,b,Tscale)
> #if (simple_blocks)
> pigment { color srgb <0.88*r, 0.60*g, 0.40*b> }
> #else
> #local tex_scale = (0.8 + rand(floor_sd));
> #local tex_rotate = RRand(-0.5, 0.5, floor_sd);
> #local tex_translate = rand(floor_sd)*5;
> #local WM1 = color_map {Woodmap1(r,g,b)};
> #local WM2 = color_map {Woodmap2(r,g,b)};
>
> #local WoodLayer_dull =
> texture {
> pigment { Woodpig1 color_map { WM1 } }
> normal {Woodnor1}
> finish {
> specular 0.05
> roughness 0.003
> ambient 0
> diffuse 0.4
> }
> scale tex_scale
> rotate tex_rotate
> translate tex_translate
> }
> texture {
> pigment { Woodpig2 color_map { WM2 } }
> normal {Woodnor1}
> finish {
> specular 0.05
> roughness 0.003
> ambient 0
> diffuse 0.4
> }
> scale tex_scale
> rotate tex_rotate
> translate tex_translate
> }
>
> #local WoodLayer_shiny =
> texture {
> pigment { Woodpig1 color_map { WM1 } }
> normal {Woodnor2}
> finish {
> specular 0.9
> roughness 0.005
> ambient 0
> diffuse 0.6
> }
> scale tex_scale
> rotate tex_rotate
> translate tex_translate
> }
> texture {
> pigment { Woodpig2 color_map { WM2 } }
> normal {Woodnor2}
> finish {
> specular 0.9
> roughness 0.005
> ambient 0
> diffuse 0.6
> }
> scale tex_scale
> rotate tex_rotate
> translate tex_translate
> }
>
> #local Patterned_wood =
> material {
> texture {
> pigment_pattern {
> wood
> turbulence 0.04
> octaves 3
> scale <0.05, .05, 1>*0.1
> pigment_map {
> [0.0 color rgb <0.0, 0.0, 0.0>]
> [1.0 color rgb <1.0, 1.0, 1.0>]
> }
> scale <0.2, 2.5, 0.2>*0.2
> }
> texture_map {
> [0.0 WoodLayer_dull]
> [1.0 WoodLayer_shiny]
> }
> }
> }
>
> material {Patterned_wood scale Tscale}
> #end //of if
> #end //of macro
>
> #macro wood_floor(board_spacing, board_width, board_length, nails, floor_
left, floor_right, floor_start, floor_end, Tscale)
> union {
> #local x_pos = floor_left;
> #while (x_pos < floor_right)
> #local rd = RRand(0, 99, floor_sd);
> #local rd2 = 0;
>
> #while (rd2 <= rd)
> #local rd = RRand(0, 99, floor_sd);
> #local floor_rd = seed(rd);
> #local rd2=rd2+1;
> #end
>
> #local first_board = RRand(board_length*0.1, board_length*1
,floor_rd);
>
> #local z_pos = floor_start;
>
> #while (z_pos <= floor_end)
> #local board_lighten = rand(floor_sd)*0.3+0.85;
>
> #if (first_board | 0)
> box {
> <x_pos, -1, z_pos>
> <x_pos+board_width, 0, z_pos+first_board>
> wood_floor_texture(
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> Tscale
> )
> }
> #local z_pos = z_pos + first_board + board_spacing;
> #local first_board = 0;
> #else
> #if (z_pos+board_length>floor_end)
> box {
> <x_pos, -1, z_pos>
> <x_pos+board_width, 0, floor_end>
> wood_floor_texture(
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> Tscale
> )
> }
> #else
> box {
> <x_pos, -1, z_pos>
> <x_pos+board_width, 0, z_pos+board_length>
> wood_floor_texture(
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> (rand(floor_sd)*0.1+0.95)*board_lighten,
> Tscale
> )
> }
> #end //end of if z_pos+board_length
>
> #local z_pos = z_pos + board_length + board_spacing
;
>
> #end //end of if first_board
>
> #end //end of while z_pos
>
> #local x_pos = x_pos + board_width + board_spacing;
>
> #end //end of while x_pos
> }
> #end //end of macro
>
> //=======================
=========================
=========================
================
> #if (Standalone)
> #include "rad_def.inc"
>
> global_settings {
> assumed_gamma 1.0
> radiosity {
> pretrace_start 0.08 // start pretrace at this size
> pretrace_end 0.004 // end pretrace at this size
> count 10, 1000 // higher -> higher quality (1..1
600) [35] note: set to 10 with stochastic antialiasing
> nearest_count 10, 5 // higher -> higher quality (1..10)
[5]
> error_bound 1 // higher -> smoother, less accurate [1.8
]
> recursion_limit 3 // how much interreflections are calcul
ated (1..5+) [3]
> low_error_factor .3 // reduce error_bound during last pretr
ace step
> gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
> minimum_reuse 0.015 // reuse of old radiosity samples [0.01
5]
> maximum_reuse 0.1 // new parameter 3.7 [0.2]
> brightness 1 // brightness of radiosity effects (0..
1) [1]
>
> adc_bailout 0.01/2
> normal on // take surface normals into account [off
]
> media off // take media into account [off]
> always_sample off // turn sampling in final trace off [on]
> //max_sample 1.0 // maximum brightness of samples
> }
> }
>
> plane { y, -0.5
> pigment {srgb 0.2}
> }
>
> sphere {0, 1
> pigment {srgb <0.733333, 0.733333, 1.00000>}
> scale 1000
> hollow
> }
>
> light_source{<0,100,-100> color srgb 1}
>
> camera{
> location<0, 15, -30>
> look_at<0, 0, 0>
> up y
> right x*image_width/image_height
> }
>
> #declare do_board_floor = true;
> #declare simple_blocks = false;
> #declare left_wall = -25;
> #declare right_wall = 25;
> #declare back_wall = -25;
> #declare front_wall = 25;
> #declare Tscale = 0.9;
>
> #if (do_board_floor)
> object {
> wood_floor(
> 0.005, // board_spacing [0.005]
> 1.5, // board_width
> 8, // board_length
> 0, // nails (not implemented)
> left_wall, // floor_left
> right_wall, // floor_right
> back_wall, // floor_start
> front_wall, // floor_end
> Tscale // general scaling of final texture
> )
> rotate 30*y
> }
> #else
> box {
> <left_wall, -1, back_wall>
> <right_wall, 0, front_wall>
> wood_floor_texture(1,1,1)
> }
> #end
>
> #end // end of Standalone
> //=======================
=========================
=========================
================
---
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It is actually very easy to give a positive response about that code -
because it really produces as good result.
I will have to look deeper into it. Is it true that it is not just a
texture but solid shape(s)? That would make it harder to apply it to
round or elliptical surfaces. I would have to write extra code for
DIFFERENCES.
I wonder, if the BRICK texture can't be used. Making the white lines
much thinner, black, and very long but reduced width (like planks).
Instead of a red filling comes in a wood texture randomly translated at
width and length to prevent cross-over matching wood grain.
---
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I always think, how amazing and sophisticated the POV-Ray scene language is
.
---
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Le 18-04-03 à 05:48, Sven Littkowski a écrit :
> It is actually very easy to give a positive response about that code -
> because it really produces as good result.
>
> I will have to look deeper into it. Is it true that it is not just a
> texture but solid shape(s)? That would make it harder to apply it to
> round or elliptical surfaces. I would have to write extra code for
> DIFFERENCES.
>
> I wonder, if the BRICK texture can't be used. Making the white lines
> much thinner, black, and very long but reduced width (like planks).
> Instead of a red filling comes in a wood texture randomly translated at
> width and length to prevent cross-over matching wood grain.
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
In POV-Ray, it often help to think of textures as big blocks out of
witch your objects are carved.
All wood textures are immense wooden blocks, and your objects are
sculpted from that block.
Post a reply to this message
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I wonder, if the BRICKS pattern can't be used for this, but instead
specifying pigments (colors), now specifying textures instead.
This would be worth a suggestion to Clipka, as that feature would make
it easy to finally have easily creatable planks in the scenes.
Doing some experimenting on my own, I am wondering if there is a way to
"remote-control" textures in a similar way as MACRO does with objects.
If there is a way to change parameters of a texture, it could allow to
change the lumber-type of an upcoming planks texture without having to
re-declare all the entire thing again as a new texture.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
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I don't have time to explore any of this right now, but I had my own struggle
with brick at one time.
http://news.povray.org/povray.binaries.images/thread/%3Cweb.53ff722e848b38545e7df57c0%40news.povray.org%3E/?mtop=395272
&moff=10
Maybe playing with of the code there might help you find something that works.
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Le 18-04-04 à 08:04, Sven Littkowski a écrit :
> I wonder, if the BRICKS pattern can't be used for this, but instead
> specifying pigments (colors), now specifying textures instead.
>
> This would be worth a suggestion to Clipka, as that feature would make
> it easy to finally have easily creatable planks in the scenes.
>
> Doing some experimenting on my own, I am wondering if there is a way to
> "remote-control" textures in a similar way as MACRO does with objects.
> If there is a way to change parameters of a texture, it could allow to
> change the lumber-type of an upcoming planks texture without having to
> re-declare all the entire thing again as a new texture.
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
It's easy to use full textures with bricks :
texture{bricks Texture1 Texture2}
Please note that one is always for the bricks and the other always for
the grout. The grout part can be made very narrow.
The bricks parts are continuous, you'll need to use warp{repeat ...} if
you want some variations for your planks.
Things get complicated because, row to row, the boundaries alternate.
Your repeat need to accomodate for that.
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Am 04.04.2018 um 14:04 schrieb Sven Littkowski:
> I wonder, if the BRICKS pattern can't be used for this, but instead
> specifying pigments (colors), now specifying textures instead.
>
> This would be worth a suggestion to Clipka, as that feature would make
> it easy to finally have easily creatable planks in the scenes.
As Alain points out, this feature already exists. Virtually all patterns
that can be used for pigments can just as well be used for entire
textures (and vice versa).
> Doing some experimenting on my own, I am wondering if there is a way to
> "remote-control" textures in a similar way as MACRO does with objects.
> If there is a way to change parameters of a texture, it could allow to
> change the lumber-type of an upcoming planks texture without having to
> re-declare all the entire thing again as a new texture.
Macros do not "do something with objects" - they just provide a means to
insert (almost) arbitrary scene definition statements in a way that can
be parameterized. Such statements just may happen to be object
definitions, that's all. In the very same way, they may happen to
contain texture definitions instead.
e.g.
#macro MySphere(C,R)
sphere { C, R }
#end
#macro MyTexture(D,S)
texture { finish { diffuse D specular S } }
#end
object {
MySphere(<0,1,0>, 1.0)
MyTexture(0.7, 1.0)
}
is perfectly valid scene code (unless I injected some stupid blunder).
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http://news.povray.org/povray.text.scene-files/message/%3Cweb.5ac57be22ec21c585cafe28e0%40news.povray.org%3E/#%3Cweb.5a
c57be22ec21c585cafe28e0%40news.povray.org%3E
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Yes, I made already some first thoughts about how to interrupt a
continuous grain. My idea is 8what I am using already right now for my
ship) to equip the wood texture with a random-based TRANSLATE that comes
into effect with each call of the texture.
I also experimented with BRICKS for TEXTURE, but it seems I did things
wrong and always got error messages. :-D
Thanks for sharing that simple code. What a shame for me... :-D
---
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Hmmmm... When I tried the macro with texture, I got error messages
saying "object expected but texture found". Will try again.
Thanks for the clarifications, Clipka.
On 04.04.2018 13:59, clipka wrote:
> #macro MyTexture(D,S)
> texture { finish { diffuse D specular S } }
> #end
---
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Yippie-ya-yeah!!! :-D
On 04.04.2018 20:30, Bald Eagle wrote:
> http://news.povray.org/povray.text.scene-files/message/%3Cweb.5ac57be22ec
21c585cafe28e0%40news.povray.org%3E/#%3Cweb.5a
> c57be22ec21c585cafe28e0%40news.povray.org%3E
---
Diese E-Mail wurde von AVG auf Viren geprüft.
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Le 18-04-04 à 23:46, Sven Littkowski a écrit :
> Yes, I made already some first thoughts about how to interrupt a
> continuous grain. My idea is 8what I am using already right now for my
> ship) to equip the wood texture with a random-based TRANSLATE that comes
> into effect with each call of the texture.
>
> I also experimented with BRICKS for TEXTURE, but it seems I did things
> wrong and always got error messages. :-D
>
> Thanks for sharing that simple code. What a shame for me... :-D
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
Here some code that I used in one of my rojects :
texture{
pigment{
wood
warp{turbulence 0.03725
omega 0.65725
lambda 2.425}
color_map{
[0.250 color rgb <1.00000, 0.53373, 0.11665>]
[0.350 color rgb <0.66275, 0.28607, 0.00000>]
[0.525 color rgb <1.00000, 0.53363, 0.11715>]
[0.600 color rgb <0.66475, 0.28647, 0.00000>]
[0.750 color rgb <1.00000, 0.53353, 0.11565>]
[0.850 color rgb <0.66275, 0.28667, 0.00000>]
[1.000 color rgb <1.00000, 0.53143, 0.11795>]
}
scale <0.205, 0.225, 1.2>
warp{repeat x*WarpScale offset y*2.427 flip y}
}
}
texture{
pigment{
wood
scale 1.01275
turbulence 0.0435
omega 0.65
lambda 3.15
color_map{
[0.200 color rgbt <0.56695, 0.17347, 0.00000, 0.8250>]
[0.350 color rgbt <0.96471, 0.54510, 0.22753, 0.7710>]
[0.400 color rgbt <0.56341, 0.17547, 0.00000, 0.9150>]
[0.615 color rgbt <0.96472, 0.54510, 0.22553, 0.7590>]
[0.700 color rgbt <0.56671, 0.17687, 0.00000, 0.7920>]
[0.850 color rgbt <0.96485, 0.54510, 0.22453, 0.8975>]
[1.000 color rgbt <0.56478, 0.17247, 0.00000, 0.9750>]
}
scale <0.225, 0.2725, 1.0>
translate <-0.35, 0.095, 1.25>
warp{repeat x*WarpScale offset -y*0.321 flip z}
}
finish{specular 0.3 roughness 0.12
reflection{0.001,0.1 fresnel}}
}
texture{
pigment{
gradient x color_map{[0.04 Black][0.04 rgbt 1]}
//turbulence 0.025 octaves 4 lambda 0.8 omega 0.25
scale WarpScale}}
The last layer is just to add some gaps between the planks and may be
omited if you like.
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Hmmm, I just tried it, and get an error message. Are you sure that code
is correct? See here how I wrote it:
texture
{
brick
DMFWood6
Brushed_Aluminum
brick_size < 0.150, 0.075, 0.100 >
mortar 0.025
}
The error message I am getting, is
"Parse Error: No matching } in texture, texture found instead".
On 04.04.2018 13:34, Alain wrote:
> It's easy to use full textures with bricks :
> texture{bricks Texture1 Texture2}
---
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Am 08.04.2018 um 17:31 schrieb Sven Littkowski:
> Hmmm, I just tried it, and get an error message. Are you sure that code
> is correct? See here how I wrote it:
>
> texture
> {
> brick
> DMFWood6
> Brushed_Aluminum
> brick_size < 0.150, 0.075, 0.100 >
> mortar 0.025
> }
>
> The error message I am getting, is
> "Parse Error: No matching } in texture, texture found instead".
Pretty much everywhere you're using variables containing scene elements
(objects, pigments and what-have-you) you need to wrap them in a
statement specifying what you think they contain.
For instance, in a union, you cannot just write:
union {
MyPart1
MyPart2
}
Instead, you have to write:
union {
object { MyPart1 }
object { MyPart2 }
}
Exactly the same is true for textures, so for your construct to work,
you'll have to use:
texture {
brick
texture { DMFWood6 }
texture { Brushed_Aluminum }
...
}
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Hi,
yes, obviously. And I should know that. The situation is, that I
actually believed I tried exactly what you said, but got error messages
in the past. Now, however, it works. I think, because I was rendering
literally until I fell asleep 8after my working hours, deep in the
night), I must have dome something wrong and was just too tired to find
out what. That is, why i considered your method as "not functioning".
Of course it functions, the fault is just on my side - I was simply
over-tired. You know, when incredibly tired we all make the most basic
and most stupid mistakes.
I want to say THANK YOU, and my appreciation. :-)
---
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