POV-Ray : Newsgroups : povray.general : Brick wall with thick glossy paint Server Time
21 Dec 2024 21:17:26 EST (-0500)
  Brick wall with thick glossy paint (Message 1 to 8 of 8)  
From: Mike Horvath
Subject: Brick wall with thick glossy paint
Date: 27 May 2019 06:47:33
Message: <5cebc045$1@news.povray.org>
I want to replace this image on Wikipedia:

https://commons.wikimedia.org/wiki/File:RGB_illumination.jpg

I have already created the lights. The problem I have is the brick wall. 
How do I make a smooth glossy painted brick wall in POVray? All the 
brick wall macros I've looked at have sharp edges.

I am open to using a texture instead of an isosurface. In fact, I like 
this one very much:

https://www.sketchuptextureclub.com/textures/architecture/bricks/white-bricks/white-bricks-texture-seamless-00526

Unfortunately, that's not a FOSS image. Does anyone have any suggestions 
on where else to look?

Thanks.


Michael


Post a reply to this message

From: Bald Eagle
Subject: Re: Brick wall with thick glossy paint
Date: 27 May 2019 08:25:01
Message: <web.5cebd68cac74da924eec112d0@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:
> I want to replace this image on Wikipedia:
>
> https://commons.wikimedia.org/wiki/File:RGB_illumination.jpg
>
> I have already created the lights. The problem I have is the brick wall.
> How do I make a smooth glossy painted brick wall in POVray? All the
> brick wall macros I've looked at have sharp edges.

I suppose you could use an image map as a blurred / smoothed heightfield or
normal map.

Or blob together isosurfaces of a collection of bricks and a plane.

Maybe difference spheres sweeps of varying radius away from a perturbed plane to
create the rounded mortar areas.


Post a reply to this message

From: Mike Horvath
Subject: Re: Brick wall with thick glossy paint
Date: 28 May 2019 12:39:47
Message: <5ced6453$1@news.povray.org>
On 5/27/2019 8:22 AM, Bald Eagle wrote:
> I suppose you could use an image map as a blurred / smoothed heightfield or
> normal map.
> 

I have two functions.

	#undef f_Height
	#local f_Height = function {f_wrinkles(x*(BUSY+TRANS), y*(BUSY+TRANS), 
z*(BUSY+TRANS))}
	#undef f_What
	#local f_What = function
	{
		max
		(
			abs(x)-(W-ROUGH*f_Height(x, y, z)),
			abs(y)-(H-ROUGH*f_Height(x, y, z)),
			abs(z)-(D-ROUGH*f_Height(x, y, z)/4)
		)
	}

How do I feed them to a heightfield? For instance, the following creates 
an error:

	height_field
	{
		function  1, 1
		{ f_What(x,0,y).gray * 0.04 }
		smooth
		texture
		{
			pigment{ color srgb <0.6,0.55,0.5>}
			normal { bumps 0.1 scale 0.005}
			finish { phong 0.1 phong_size 400}
		}
	}


Thanks.


Post a reply to this message

From: Alain
Subject: Re: Brick wall with thick glossy paint
Date: 28 May 2019 12:43:43
Message: <5ced653f$1@news.povray.org>
Le 19-05-27 à 06:47, Mike Horvath a écrit :
> I want to replace this image on Wikipedia:
> 
> https://commons.wikimedia.org/wiki/File:RGB_illumination.jpg
> 
> I have already created the lights. The problem I have is the brick wall. 
> How do I make a smooth glossy painted brick wall in POVray? All the 
> brick wall macros I've looked at have sharp edges.
> 
> I am open to using a texture instead of an isosurface. In fact, I like 
> this one very much:
> 
>
https://www.sketchuptextureclub.com/textures/architecture/bricks/white-bricks/white-bricks-texture-seamless-00526

> 
> 
> Unfortunately, that's not a FOSS image. Does anyone have any suggestions 
> on where else to look?
> 
> Thanks.
> 
> 
> Michael

Have you tried the various tiling patterns options ?

Patterns 1, 4 are for a regular square pattern and pattern 10 looks good 
for a brick wall.

I did some tests using tiling as a function for an isosurface and I got 
something interesting. Try using a different wave type instead of the 
default ramp_wave, like scallop_wave.



Alain


Post a reply to this message

From: Bald Eagle
Subject: Re: Brick wall with thick glossy paint
Date: 28 May 2019 13:35:07
Message: <web.5ced7062ac74da924eec112d0@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:

> I have two functions.


> How do I feed them to a heightfield?


I think you need to use the functions to define a pigment, which is THEN fed
into the heightfield.

http://wiki.povray.org/content/HowTo:High_precision_heightfields

Also, you can use your functions to generate an isosurface directly, which will
look just like a heightfield.


Post a reply to this message

From: Mike Horvath
Subject: Re: Brick wall with thick glossy paint
Date: 28 May 2019 14:17:19
Message: <5ced7b2f$1@news.povray.org>
On 5/28/2019 1:31 PM, Bald Eagle wrote:
> I think you need to use the functions to define a pigment, which is THEN fed
> into the heightfield.
> 
> http://wiki.povray.org/content/HowTo:High_precision_heightfields
> 

That tutorial doesn't show how to pipe the functions back into a 
height_field object. It just shows how to generate a bitmap image that 
is then used in a later step.


> Also, you can use your functions to generate an isosurface directly, which will
> look just like a heightfield.
> 

I am using isosurfaces already, but don't know how to smooth them. I 
posted my code in p.t.s-f.


Michael


Post a reply to this message

From: Bald Eagle
Subject: Re: Brick wall with thick glossy paint
Date: 28 May 2019 14:35:03
Message: <web.5ced7f19ac74da924eec112d0@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:

http://www.povray.org/documentation/view/3.7.0/468/

Scroll down to:
2.7.12.1.1 The HF Macros
There are several HF macros in shapes.inc, which generate meshes in various
shapes. All the HF macros have these things in common:

The HF macros do not directly use an image for input, but evaluate a
user-defined function. The macros deform the surface based on the function
values.

Sounds like they should all be in the Insert Menu


> I am using isosurfaces already, but don't know how to smooth them. I
> posted my code in p.t.s-f.
>
>
> Michael

I'll take a look.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Brick wall with thick glossy paint
Date: 29 May 2019 02:30:04
Message: <5cee26ec$1@news.povray.org>
On 28-5-2019 18:39, Mike Horvath wrote:
> On 5/27/2019 8:22 AM, Bald Eagle wrote:
>> I suppose you could use an image map as a blurred / smoothed 
>> heightfield or
>> normal map.
>>
> 
> I have two functions.
> 
>      #undef f_Height
>      #local f_Height = function {f_wrinkles(x*(BUSY+TRANS), 
> y*(BUSY+TRANS), z*(BUSY+TRANS))}
>      #undef f_What
>      #local f_What = function
>      {
>          max
>          (
>              abs(x)-(W-ROUGH*f_Height(x, y, z)),
>              abs(y)-(H-ROUGH*f_Height(x, y, z)),
>              abs(z)-(D-ROUGH*f_Height(x, y, z)/4)
>          )
>      }
> 
> How do I feed them to a heightfield? For instance, the following creates 
> an error:
> 
>      height_field
>      {
>          function  1, 1
>          { f_What(x,0,y).gray * 0.04 }
>          smooth
>          texture
>          {
>              pigment{ color srgb <0.6,0.55,0.5>}
>              normal { bumps 0.1 scale 0.005}
>              finish { phong 0.1 phong_size 400}
>          }
>      }
> 

Have you tried:   function 1, 1 {f_What(x,0,y).hf*0.04}  ?

-- 
Thomas


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.