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Hi,
I try to make a wire fence like those that are around a field in a farm. I
try this solution :
texture{
pigment{ brick
color Gray
color rgbt<1,1,1,1>
brick_size <0.1, 0.1, 0.10>
mortar 0.01
}
}
On a very thin box.
Texture is brick with a mortar Gray and the transparent brick color, but the
result is not very acceptable and realistic...
Is there a solution or a library available to do that kind of things?
Thx a lot
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"djschorn" <nomail@nomail> wrote:
> Hi,
>
> I try to make a wire fence like those that are around a field in a farm. I
> try this solution :
Perhaps you could try the f_mesh1 isosurface. I haven't tried it myself, but
the documentation makes it sound as though you could get the effect you
want.
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"djschorn" <nomail@nomail> wrote in message
news:web.43a01facccf3f7a0666c08b10@news.povray.org...
> Hi,
>
> I try to make a wire fence like those that are around a field in a farm.
> I
> try this solution :
>
> texture{
> pigment{ brick
> color Gray
> color rgbt<1,1,1,1>
> brick_size <0.1, 0.1, 0.10>
> mortar 0.01
> }
> }
> On a very thin box.
> Texture is brick with a mortar Gray and the transparent brick color, but
> the
> result is not very acceptable and realistic...
>
> Is there a solution or a library available to do that kind of things?
>
> Thx a lot
>
>
If you want something crude and simple, but quick to render you might want
to try the following texture.
It's just a set of stripes overlayed diagonaly with a little bit of
turbulence to stop it looking too regular.
Regards,
Chris B
light_source { < -150, 10 ,-80> color rgb 1}
camera {location <0.5,0.5,-2> look_at <0,0.5,0>}
#include "Colors.inc"
#declare FenceTexture =
texture{
pigment{ gradient y turbulence 0.1
color_map {
[0.0 color rgbt<1,1,1,1>]
[0.92 color rgbt<1,1,1,1>]
[0.92 color Gray]
[1.0 color Gray]
}
scale 0.05
}
}
plane {z,0.4 texture {FenceTexture rotate z*45} texture {FenceTexture
rotate -z*45}}
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"djschorn" <nomail@nomail> wrote:
> Hi,
>
> On a very thin box.
> Texture is brick with a mortar Gray and the transparent brick color, but the
> result is not very acceptable and realistic...
>
If you just want it as atexture on boxes to simulate the look (from a
distance) try using layered gradient patterns:
//start
#declare WireThk=5;
#declare XSpac=200;
#declare YSpac=100;
box{<-5000,0,0> <5000,1500+WireThk,0.1>
texture{
pigment{
gradient x
pigment_map{
[0.00 rgbt 0]
[WireThk/XSpac rgbt 0]
[WireThk/XSpac gradient y colour_map{[0.00 rgbt 0] [WireThk/YSpac
rgbt 0] [WireThk/YSpac rgbt 1] [1.00 rgbt 1]}]
[1.00 gradient y colour_map{[0.00 rgbt 0] [WireThk/YSpac rgbt 0]
[WireThk/YSpac rgbt 1] [1.00 rgbt 1]}]
}
scale <XSpac,YSpac,1>
}
}
}
//end
If you need a slightly more realistic look, you need to play with textures
and even normals. However for more realistic close-up, you're better to
use csg (ie, cylinders, tori, etc)
-tgq
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Indeep, the result with the gradient is trully more realistic...
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> If you need a slightly more realistic look, you need to play with textures
> and even normals. However for more realistic close-up, you're better to
> use csg (ie, cylinders, tori, etc)
>
> -tgq
In a second time, I'll try to do this with CSG, but the rendering time will
increase a lot ?
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