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25 Nov 2024 11:29:35 EST (-0500)
  Make a grid (Message 1 to 5 of 5)  
From: djschorn
Subject: Make a grid
Date: 14 Dec 2005 08:40:00
Message: <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


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From: mwhidden
Subject: Re: Make a grid
Date: 14 Dec 2005 09:15:00
Message: <web.43a028097bd1a1bdc739b8ad0@news.povray.org>
"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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From: Chris B
Subject: Re: Make a grid
Date: 14 Dec 2005 09:36:30
Message: <43a02dee@news.povray.org>
"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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From: Trevor G Quayle
Subject: Re: Make a grid
Date: 14 Dec 2005 10:15:00
Message: <web.43a036de7bd1a1bd6c4803960@news.povray.org>
"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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From: djschorn
Subject: Re: Make a grid
Date: 14 Dec 2005 11:00:01
Message: <web.43a041137bd1a1bd666c08b10@news.povray.org>
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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