POV-Ray : Newsgroups : povray.newusers : Searching for Military Texture Server Time
26 Nov 2024 05:28:36 EST (-0500)
  Searching for Military Texture (Message 1 to 4 of 4)  
From: Hans-Werner
Subject: Searching for Military Texture
Date: 24 Sep 2004 15:10:01
Message: <web.415470a25c7b40d4536167b10@news.povray.org>

for clothing and vehicles (NATO). Im new to POV-Ray. How could I create
such a texture ?
One of the problems is that every colour has a special area coverage of for

know if the "patches" have a minimum and a maximum area size. Or a
parameter for the minimum and maximum number of "patches". As I know the
"patches" are concav not convex.

this ?

Thank you for help


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From: Ross
Subject: Re: Searching for Military Texture
Date: 24 Sep 2004 15:50:17
Message: <41547a79$1@news.povray.org>
"Hans-Werner" <nomail@nomail> wrote in message
news:web.415470a25c7b40d4536167b10@news.povray.org...

one
> for clothing and vehicles (NATO). Im new to POV-Ray. How could I create
> such a texture ?
> One of the problems is that every colour has a special area coverage of
for

> know if the "patches" have a minimum and a maximum area size. Or a
> parameter for the minimum and maximum number of "patches". As I know the
> "patches" are concav not convex.

> this ?
>
> Thank you for help
>
>

i might be a little off target but to specify color percentages something
like a color_map with one color and then transparency might work. then layer
a few of these together. someone might have a more elegant solution, but
maybe this will start you off.

-ross

//--------------------------------------

// your base color
#local c0 = texture {
  pigment {
    rgb <0.2, 0.4, 0.1>
  }
}

// add another color, with less coverage
#local c1 = texture {
   pigment {
    bumps
    scale .25
    turbulence 0.25
    color_map {
     [0.00 rgb <0, 0.5, 0>]
     [0.50 rgb <0, 0.5, 0>]
     [0.51 rgbt <0.0, 0.0, 0.0, 1.0>]
     [1.00 rgbt <0.0, 0.0, 0.0, 1.0>]
    }
   }
  }

// second color, a little bit less coverage
#local c2 = texture {
   pigment {
    bumps
    scale .25
    turbulence 0.25
    color_map {
     [0.00 rgb <0.5, 0.5, 0.5>]
     [0.30 rgb <0.5, 0.5, 0.5>]
     [0.31 rgbt <0.0, 0.0, 0.0, 1.0>]
     [1.00 rgbt <0.0, 0.0, 0.0, 1.0>]
    }
   }
   rotate <15, -30, 35> // rotate it some, so the transparent parts aren't
all the same
  }

// another color with even less coverage
#local c3 = texture {
   pigment {
    bumps
    scale .25
    turbulence 0.25
    color_map {
     [0.00 rgb <0.5, 0.25, 0.15>]
     [0.30 rgb <0.5, 0.25, 0.15>]
     [0.31 rgbt <0.0, 0.0, 0.0, 1.0>]
     [1.00 rgbt <0.0, 0.0, 0.0, 1.0>]
    }
   }
  }

//stack them all together now
#local military =
texture {c0}
texture {c1}
texture {c2}
texture {c3}

sphere {
 0.0, 1
 texture {
  military
 }
}


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From: Hans-Werner
Subject: Re: Searching for Military Texture
Date: 24 Sep 2004 18:20:00
Message: <web.41549c8348c38943536167b10@news.povray.org>
Thank you Ross,

maybe this will help.
I think I will declare a camera and a light and look at this.



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From: Hans-Werner
Subject: Re: Searching for Military Texture
Date: 25 Sep 2004 13:10:00
Message: <web.4155a57b48c3894386e5b6190@news.povray.org>


One difference is that in the real military texture one colour is not
included in another colour. They are all beneath on another.


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