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I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
having trouble making the rock faces look like rocks. I need something that
will produce a hewn stone shape, something smooth but irregular. With the
shapes I used, I can't seem to attach said properties.
Would heightfields work?
Anything else?
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"Aarqon" <aar### [at] gmailcom> wrote:
> I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
> having trouble making the rock faces look like rocks. I need something that
> will produce a hewn stone shape, something smooth but irregular. With the
> shapes I used, I can't seem to attach said properties.
>
> Would heightfields work?
> Anything else?
I would suggest a bozo pigment of varying greys scaled down really small. If
this doesn't work quite well, then I would suggest trying to add a bozo normal
that is too scalled small.
try this:
texture
{
pigment{ bozo color_map{[0 rgb 0.6][0.3 rgb 0.4][0.7 rgb 0.7][1 rgb 0.6]}
scale 0.01}
normal{bozo 0.1 scale 0.01}
}
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Aarqon wrote:
> I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
> having trouble making the rock faces look like rocks. I need something that
> will produce a hewn stone shape, something smooth but irregular. With the
> shapes I used, I can't seem to attach said properties.
>
> Would heightfields work?
> Anything else?
>
>
>
Would Bill Pragnells Weathered Objects macros help?
http://tinyurl.com/3r2dnk
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"Nimish Ajmani" <nomail@nomail> wrote:
> "Aarqon" <aar### [at] gmailcom> wrote:
> > I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
> > having trouble making the rock faces look like rocks. I need something that
> > will produce a hewn stone shape, something smooth but irregular. With the
> > shapes I used, I can't seem to attach said properties.
> >
> > Would heightfields work?
> > Anything else?
>
> I would suggest a bozo pigment of varying greys scaled down really small. If
> this doesn't work quite well, then I would suggest trying to add a bozo normal
> that is too scalled small.
>
> try this:
>
> texture
> {
> pigment{ bozo color_map{[0 rgb 0.6][0.3 rgb 0.4][0.7 rgb 0.7][1 rgb 0.6]}
> scale 0.01}
> normal{bozo 0.1 scale 0.01}
> }
I didn't know you could use textures as normals.
Will changing the normal actually change the object, or will it just make it
look different (like when you use bumps?)
Anywhoo, I'll try this out and report back.
You know you've been doing POV-Ray too long if you wonder how many layers God
used to pigment the universe.
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Jim Charter <jrc### [at] msncom> wrote:
> Aarqon wrote:
> > I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
> > having trouble making the rock faces look like rocks. I need something that
> > will produce a hewn stone shape, something smooth but irregular. With the
> > shapes I used, I can't seem to attach said properties.
> >
> > Would heightfields work?
> > Anything else?
> >
> >
> >
> Would Bill Pragnells Weathered Objects macros help?
>
> http://tinyurl.com/3r2dnk
Well, the stone isn't weathered, its tooled, but this looks helpful for later,
thanks!
You know you've been doing POV-Ray too long if you wonder how many layers God
used to pigment the universe.
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Aarqon nous illumina en ce 2008-05-28 12:31 -->
> "Nimish Ajmani" <nomail@nomail> wrote:
>> "Aarqon" <aar### [at] gmailcom> wrote:
>>> I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
>>> having trouble making the rock faces look like rocks. I need something that
>>> will produce a hewn stone shape, something smooth but irregular. With the
>>> shapes I used, I can't seem to attach said properties.
>>>
>>> Would heightfields work?
>>> Anything else?
>> I would suggest a bozo pigment of varying greys scaled down really small. If
>> this doesn't work quite well, then I would suggest trying to add a bozo normal
>> that is too scalled small.
>>
>> try this:
>>
>> texture
>> {
>> pigment{ bozo color_map{[0 rgb 0.6][0.3 rgb 0.4][0.7 rgb 0.7][1 rgb 0.6]}
>> scale 0.01}
>> normal{bozo 0.1 scale 0.01}
>> }
>
> I didn't know you could use textures as normals.
> Will changing the normal actually change the object, or will it just make it
> look different (like when you use bumps?)
>
> Anywhoo, I'll try this out and report back.
>
> You know you've been doing POV-Ray too long if you wonder how many layers God
> used to pigment the universe.
>
>
>
Normals never affect the actual shape of the object, just the aspect of it's
surface.
If you want to affect the actual shape of the object, you need to use an
isosurface or a mesh and use the pigment to push the surface in or out. If you
use an isosurface, you add or substract the pigment to the function(s) that is
used to deffine your object.
--
Alain
-------------------------------------------------
Seventh Day Adventism: No shit shall happen on Saturday.
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Aarqon wrote:
> Jim Charter <jrc### [at] msncom> wrote:
>
>>Aarqon wrote:
>>
>>>I'm trying to do a sort of recreation of the Zipaquira Salt Cathedral, but I'm
>>>having trouble making the rock faces look like rocks. I need something that
>>>will produce a hewn stone shape, something smooth but irregular. With the
>>>shapes I used, I can't seem to attach said properties.
>>>
>>>Would heightfields work?
>>>Anything else?
>>>
>>>
>>>
>>
>>Would Bill Pragnells Weathered Objects macros help?
>>
>>http://tinyurl.com/3r2dnk
>
>
> Well, the stone isn't weathered, its tooled, but this looks helpful for later,
> thanks!
>
You might find a crackle pattern form <1,0,0> gives a reasonable
simulation of a punch chisel
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Aarqon napsal(a):
> You know you've been doing POV-Ray too long if you wonder how many layers God
> used to pigment the universe.
Actually, it's a very dense media
--
You know you've been raytracing too long when...
you refresh your inbox after sending a message
-Johnny D
Johnny D
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