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Hi everybody,
i am looking for a specific kind of wood texture.
In general the wood textures given in "woods.inc" have a cylindrical shape with
different modifications. For my application i find a combination, which is quite
near with this short example:
-----------------------------
#include "woods.inc"
background { color rgb <1, 1, 1> }
camera { location <1.1, 1.4, -1.1> look_at <0.0, 0.0, 0.0> }
light_source { <6.0, 8.0, -8.0> color rgb <1.0, 1.0, 1.0> }
box {
<-0.35, -0.35, -0.35>
< 0.35, 0.35, 0.35>
texture {
T_Wood10
finish { specular 0.35 roughness 0.05 ambient 0.3 }
rotate <-0, 90, 0>
translate -y*0.2
translate z*3
}
}
-----------------------------
My specific wood species has additional radial xylem rays which are moving from
the center of the cylinder to the boundary bark. With their ellipsoid cross
section they have a wonderful appearance after cutting like:
http://de.wikipedia.org/w/index.php?title=Datei:Buche_Holz_1.jpg&filetimestamp=20050814172227
My Question: Do anyone know how to generate those additional radial rays in the
wood texture?
The wood texture is defined as:
-----------------------------
#declare T_Wood10 =
texture { pigment{ P_WoodGrain10A color_map { M_Wood10A }}}
texture { pigment{ P_WoodGrain10B color_map { M_Wood10B }}}
-----------------------------
with:
-----------------------------
#declare P_WoodGrain10A =
pigment {
wood
turbulence 0.02
// turbulence 0.5
octaves 4
lambda 3
scale 0.175
//scale <0.3,0.175,0.175>
rotate <2, 2, 0>
}
#declare P_WoodGrain10B =
pigment {
wood
turbulence 0.02
octaves 4
lambda 2.8
scale 0.2
//scale <0.3,0.2,0.2>
rotate <2, 2, 0>
translate <0.0175, 0.0175, 0.0175>
}
-----------------------------
For your help many thanks in advance
hearing
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From: Alain
Subject: Re: Wood texture with additional xylem rays???
Date: 28 Feb 2011 16:29:01
Message: <4d6c139d@news.povray.org>
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> Hi everybody,
>
> i am looking for a specific kind of wood texture.
> In general the wood textures given in "woods.inc" have a cylindrical shape with
> different modifications. For my application i find a combination, which is quite
> near with this short example:
> -----------------------------
> #include "woods.inc"
>
> background { color rgb<1, 1, 1> }
> camera { location<1.1, 1.4, -1.1> look_at<0.0, 0.0, 0.0> }
> light_source {<6.0, 8.0, -8.0> color rgb<1.0, 1.0, 1.0> }
>
> box {
> <-0.35, -0.35, -0.35>
> < 0.35, 0.35, 0.35>
> texture {
> T_Wood10
> finish { specular 0.35 roughness 0.05 ambient 0.3 }
> rotate<-0, 90, 0>
> translate -y*0.2
> translate z*3
> }
> }
> -----------------------------
> My specific wood species has additional radial xylem rays which are moving from
> the center of the cylinder to the boundary bark. With their ellipsoid cross
> section they have a wonderful appearance after cutting like:
>
>
http://de.wikipedia.org/w/index.php?title=Datei:Buche_Holz_1.jpg&filetimestamp=20050814172227
>
> My Question: Do anyone know how to generate those additional radial rays in the
> wood texture?
>
> The wood texture is defined as:
> -----------------------------
> #declare T_Wood10 =
> texture { pigment{ P_WoodGrain10A color_map { M_Wood10A }}}
> texture { pigment{ P_WoodGrain10B color_map { M_Wood10B }}}
> -----------------------------
> with:
> -----------------------------
> #declare P_WoodGrain10A =
> pigment {
> wood
> turbulence 0.02
> // turbulence 0.5
> octaves 4
> lambda 3
> scale 0.175
> //scale<0.3,0.175,0.175>
> rotate<2, 2, 0>
> }
> #declare P_WoodGrain10B =
> pigment {
> wood
> turbulence 0.02
> octaves 4
> lambda 2.8
> scale 0.2
> //scale<0.3,0.2,0.2>
> rotate<2, 2, 0>
> translate<0.0175, 0.0175, 0.0175>
> }
> -----------------------------
>
> For your help many thanks in advance
>
> hearing
>
>
>
>
You can add another layer.
For the added layer, you can use a bozo or leopard pattern unevenly
scalled. That pattern will be mostly transparent with some darker
filtering areas.
leopard will give a more regular pattern, while bozo have a random look.
Additionaly, you can apply a cylindrical warp to that layer.
You can also experiment with some other patterns.
Alain
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> You can add another layer.
> For the added layer, you can use a bozo or leopard pattern unevenly
> scalled. That pattern will be mostly transparent with some darker
> filtering areas.
> leopard will give a more regular pattern, while bozo have a random look.
> Additionaly, you can apply a cylindrical warp to that layer.
>
> You can also experiment with some other patterns.
>
>
>
> Alain
Thanks a lot,
i tried already, but bozo and leopard are defined to appear in every direction
similar. I am looking for a "bozo" like layer that only appear in one direction.
In my case, the radial direction. Any suggestions?
hearing
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On 01/03/2011 8:22 AM, hearing wrote:
> i tried already, but bozo and leopard are defined to appear in every direction
> similar. I am looking for a "bozo" like layer that only appear in one direction.
> In my case, the radial direction. Any suggestions?
>
Would scaling by lots in the direction you don't want the pattern help?
--
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> On 01/03/2011 8:22 AM, hearing wrote:
>
> > i tried already, but bozo and leopard are defined to appear in every direction
> > similar. I am looking for a "bozo" like layer that only appear in one direction.
> > In my case, the radial direction. Any suggestions?
> >
>
> Would scaling by lots in the direction you don't want the pattern help?
>
> --
> Regards
> Stephen
This works for the directions. Thanks.
But i have still the problem of to few "radial rays" by using leopard and the
color seems always to be more light than the wood structure??
example:
----------------------------
#include "woods.inc"
background { color rgb <1, 1, 1> }
camera { location <1.1, 1.4, -1.1> look_at <0.0, 0.0, 0.0> }
light_source { <6.0, 8.0, -8.0> color rgb <1.0, 1.0, 1.0> }
box {
<-0.35, -0.35, -0.35>
< 0.35, 0.35, 0.35>
texture {
T_Wood10
finish { specular 0.35 roughness 0.05 ambient 0.3 }
rotate <-0, 90, 0>
translate -y*0.2
translate z*3
pigment {
leopard
//bozo
frequency 0.35 // <-add this line
scale <0.0, 0.0, 40.0>
turbulence 0
octaves 4
lambda 2.8
}
}
}
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From: Jim Holsenback
Subject: Re: Wood texture with additional xylem rays???
Date: 1 Mar 2011 06:03:55
Message: <4d6cd29b$1@news.povray.org>
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On 03/01/2011 06:01 AM, hearing wrote:
> box {
> <-0.35, -0.35, -0.35>
> < 0.35, 0.35, 0.35>
> texture {
> T_Wood10
> finish { specular 0.35 roughness 0.05 ambient 0.3 }
> rotate <-0, 90, 0>
> translate -y*0.2
> translate z*3
> pigment {
> leopard
> //bozo
> frequency 0.35 // <-add this line
> scale <0.0, 0.0, 40.0>
> turbulence 0
> octaves 4
> lambda 2.8
> }
> }
> }
couple of things:
probably don't need ambient 0.3 in finish try 0 for now, and the wood
texture is scaled too big by default for your object. comment out the
three transforms after finish statment to get your bearings (wood
textures have the long grain going in the z direction) ... using:
texture {
T_Wood10
finish { specular 0.5 roughness 1e-3 ambient 0 }
pigment {
....
}
scale 0.5
}
now you should see the circular wood grain facing you ... make more
sense now?
also to try using a color_map to better show the effects of the pigment
pattern that you're overlaying onto the wood texture: Hint at first try
some obvious colors (Red, Green) while figuring out how you want it to
be positioned ie:
pigment {
leopard
...
color_map {
[0.0 Red]
[0.5 Red]
[0.5 Green]
[1.0 Green]
}
}
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First of all thanks a lot,
> couple of things:
> probably don't need ambient 0.3 in finish try 0 for now, and the wood
> texture is scaled too big by default for your object. comment out the
> three transforms after finish statment to get your bearings (wood
> textures have the long grain going in the z direction) ... using:
>
> texture {
> T_Wood10
> finish { specular 0.5 roughness 1e-3 ambient 0 }
> pigment {
> ....
> }
> scale 0.5
> }
the transformations are only to be a little bit excentric to have a better view
on the cutting planes where the additional wood rays should appear. But isn't
necessary at this level, of course...
>
> now you should see the circular wood grain facing you ... make more
> sense now?
s. above
> also to try using a color_map to better show the effects of the pigment
> pattern that you're overlaying onto the wood texture: Hint at first try
> some obvious colors (Red, Green) while figuring out how you want it to
> be positioned ie:
>
> pigment {
> leopard
> ...
> color_map {
> [0.0 Red]
> [0.5 Red]
> [0.5 Green]
> [1.0 Green]
> }
> }
Of course, thanks - scale and colors work fine together,
but its still not random enough in the following test:
texture {
T_Wood10
finish { specular 0.5 roughness 1e-3 ambient 0.0 }
// rotate <-0, 90, 0>
// translate -y*0.2
// translate z*3
pigment {
leopard
//bozo
color_map {
[0.0 Red]
[0.5 Red]
[0.5 Green]
[1.0 Green]
}
frequency 0.6 // <-add this line
scale <0.0, 10.0, 40.0>
turbulence 0.05
}
scale 0.025
}
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From: Jim Holsenback
Subject: Re: Wood texture with additional xylem rays???
Date: 1 Mar 2011 08:55:55
Message: <4d6cfaeb$1@news.povray.org>
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On 03/01/2011 07:59 AM, hearing wrote:
> Of course, thanks - scale and colors work fine together,
> but its still not random enough in the following test:
then maybe copy the definitions that make up the T_Wood10 definition in
distribution file woods.inc into your scene file and play with the
parameters until it suits. I also find that using a normal made up from
parameters gleaned from the T_Wood? definition that you are using helps
make for a better looking texture.
have a look at Reference->Patterns section in docs and just experiment
also Tutorial->Simple Texture Options might provide some ideas ;-)
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I'll do my best... :)
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From: Jaime Vives Piqueres
Subject: Re: Wood texture with additional xylem rays???
Date: 1 Mar 2011 09:32:41
Message: <4d6d0389@news.povray.org>
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> texture {
> T_Wood10
> finish { specular 0.35 roughness 0.05 ambient 0.3 }
> rotate<-0, 90, 0>
> translate -y*0.2
> translate z*3
> pigment {
> leopard
> //bozo
> frequency 0.35 //<-add this line
> scale<0.0, 0.0, 40.0>
> turbulence 0
> octaves 4
> lambda 2.8
> }
> }
You are not putting a new layer there... but rather overriding the
pigment on the last layer of T_Wood10 (IIRC, these woods are all
multilayer ones).
If you wanted a new layer, then close the first texture statement and
then enclose the new pigment on a new texture{} statement just after the
first. Otherwise you are destroying a layer that might be important for
the texture overall look.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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