|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
|
|
| |
| |
|
|
|
|
| |