POV-Ray : Newsgroups : povray.newusers : Bump / Normal height Server Time
24 Nov 2024 17:47:17 EST (-0500)
  Bump / Normal height (Message 1 to 4 of 4)  
From: Woody
Subject: Bump / Normal height
Date: 13 Aug 2007 22:45:00
Message: <web.46c1166a18f10146e3b389310@news.povray.org>
I can't seem to figure out how to change the intensity of normal surfaces
from the pov documentation. i.e how far a normal surface portrudes from the
regular surface of an object.

How do I change how far the checker lines extend beyond the 2 unit radius of
the sphere?

Is there any to also change the width of the lines (i.e) thicker lines, but
keeeping the area of each square relatively the same?



The pic and source are as follows
http://www.geocities.com/jeffwood581981/bump.bmp
http://www.geocities.com/jeffwood581981/bump.txt

Any help is greatly appreciated.


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From: Mike Williams
Subject: Re: Bump / Normal height
Date: 14 Aug 2007 00:40:42
Message: <JUuh6CAEITwGFwTK@econym.demon.co.uk>
Wasn't it Woody who wrote:
>I can't seem to figure out how to change the intensity of normal surfaces
>from the pov documentation. i.e how far a normal surface portrudes from the
>regular surface of an object.
>
>How do I change how far the checker lines extend beyond the 2 unit radius of
>the sphere?

Bumps and normals don't extend beyond the surface. The effect is
produced by pretending that the surface is tilted, but each pixel is
still located exactly on the surface.

To actually extend beyond the radius of the sphere you can switch to
using isosurfaces.

>The pic and source are as follows
>http://www.geocities.com/jeffwood581981/bump.bmp
>http://www.geocities.com/jeffwood581981/bump.txt

   "The GeoCities web site you were trying to view has temporarily 
   exceeded its data transfer limit. Please try again later."

You could probably have avoided that problem by using a compressed image
format for your files. An 800*600 full colour BMP image is 1.406 Mb. You
could have used a JPG image of about 40kb (depending on how lossy you
set the compression) or a lossless PNG image of 79kb.

-- 
Mike Williams
Gentleman of Leisure


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From: Alain
Subject: Re: Bump / Normal height
Date: 14 Aug 2007 06:07:09
Message: <46c17ecd$1@news.povray.org>
Woody nous apporta ses lumieres en ce 2007/08/13 22:41:
> I can't seem to figure out how to change the intensity of normal surfaces
> from the pov documentation. i.e how far a normal surface portrudes from the
> regular surface of an object.
> 
> How do I change how far the checker lines extend beyond the 2 unit radius of
> the sphere?
Normals never change the actual shape of the object, only the aspect of the surface.
If you want your checker pattern to change the shape of the sphere, you need to 
use an isosurface.
> 
> Is there any to also change the width of the lines (i.e) thicker lines, but
> keeeping the area of each square relatively the same?
For that, you need to use layered pattern. Add 3 gradients pattern, one aligned 
along each axis, with a color_map like: color_map{[0.01 rgb 0][0.01 rgbt 1]}
> 
> 
> 
> The pic and source are as follows
> http://www.geocities.com/jeffwood581981/bump.bmp
> http://www.geocities.com/jeffwood581981/bump.txt
> 
> Any help is greatly appreciated.
> 
> 


-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when whenever you write include, even 
in essays, etc, you always add a "#".


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From: Sherry Shaw
Subject: Re: Bump / Normal height
Date: 14 Aug 2007 09:47:28
Message: <46c1b270@news.povray.org>
Mike Williams wrote:

>An 800*600 full colour BMP image is 1.406 Mb. You
>could have used a JPG image of about 40kb (depending on how lossy you
>set the compression) or a lossless PNG image of 79kb.
>  
>

This will not only sidestep the data transfer limit problem, but also 
allow those of us who live in the middle of nowhere and are permanently 
stuck on dial-up to actually *see* your pics.  ;)

--Sherry Shaw

-- 
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}//                                   TenMoons


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