POV-Ray : Newsgroups : povray.text.scene-files : Wood Floor Texture and Scene Server Time
31 Oct 2024 19:23:41 EDT (-0400)
  Wood Floor Texture and Scene (Message 1 to 4 of 4)  
From: Trevor G Quayle
Subject: Wood Floor Texture and Scene
Date: 16 Jan 2007 09:25:00
Message: <web.45acdfaa3fb2bd2ec150d4c10@news.povray.org>
From p.b.i (remember to un-break lines when copy/pasting):

//START
global_settings {
  charset utf8
  ambient_light 1
  adc_bailout 0.001
  max_trace_level 10
}

//
// *******  I N C L U D E S  *******
//

#include "colors.inc"
#include "textures.inc"

//
// *******  C A M E R A  *******
//

#declare LO=<400,2000,-3000>;
#declare LA=<0,0,-500>;

camera{
  up y
  right x*image_width/image_height
  angle 60
  location LO
  look_at  LA
}

//
// *******  L I G H T S  *******
//

#declare LB=box{<-800,-1200,0>,<800,1200,1> texture{pigment{rgb 1}
finish{diffuse 0 ambient 40}}}

light_source{
  0,
  rgb 2
  area_light
  <1600,2400,0> <0,0,8>
  4, 4
  adaptive 0
  jitter
  looks_like{LB}
  fade_power 2
  fade_distance 6000
  translate <-200,4200,4000>
}

light_source{
  0,
  rgb 2
  area_light
  <1600,2400,0> <0,0,8>
  4, 4
  adaptive 0
  jitter
  looks_like{LB}
  fade_power 2
  fade_distance 6000
  translate <-3200,4200,4000>
}

//
// *******  T E X T U R E S  *******
//

#default{finish{ambient 0 diffuse 0.5}}

#declare BM="wood-33_b.jpg";//bump map
#declare DM="wood-33_d.jpg";//diffuse map
#declare SM="wood-33_r.jpg";//specular/reflective map
#declare Scl=<6000,15,6000>;    //tile size (the arroway site has this for
the samples)
#declare Spec=0.15;              //specular/reflective strength (again you
can use arroway's info)
#declare DifMn=0.0;//Min diffuse value
#declare DifMx=1.0;//Max diffuse value

#macro SMap(Ref,Dif)//Reflectivity mapping
  pigment {image_map { jpeg DM map_type 0 interpolate 2 once }}
  finish  {
    ambient 0 diffuse Dif
    conserve_energy
    reflection{0 Ref fresnel on metallic 0}
  }
//  normal{bump_map {jpeg BM map_type 0 interpolate 0 once}}//uncomment for
bumpmap
#end


#macro DMap(Ref,Dif)//Diffuse mapping
  image_pattern { jpeg SM map_type 0 interpolate 2 once }
  texture_map{
    [0 SMap(0,Dif)]
    [1 SMap(Ref,Dif)]
  }
#end

#declare FloorMat=
material{
  texture{
    image_pattern { jpeg DM map_type 0 interpolate 2 once}
    texture_map{
      [0 DMap(Spec,DifMn)]
      [1 DMap(Spec,DifMx)]
    }
    rotate x*90
  }
  interior{ior 1.36}//using fresnel reflection, vary ior accordingly
}

//
// *******  O B J E C T S  *******
//

#declare Tile=height_field{jpeg BM material{FloorMat}}//Using heightfield

#declare Tile2=box{0,<1,-1,1> material{FloorMat}}     //Using bumpmap

//
// *******  S C E N E  *******
//

#declare Siz=6;//creating a 6x6 tiling of the tile
union{
  #declare i=1;#while (i<Siz)
    #declare j=1;#while (j<Siz)
      object{Tile translate <-i,0,-j>}
    #declare j=j+1;#end
  #declare i=i+1;#end
  translate <Siz/2,0,Siz/2>
  scale Scl
  rotate y*90
}
//END


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From: JSR
Subject: Re: Wood Floor Texture and Scene
Date: 16 Jan 2007 11:50:00
Message: <web.45ad01eeccbea858d8ef73430@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:

> #declare Spec=0.15;              //specular/reflective strength

Thanks for your help,

Where did you found the information about "specular strength" inside arroway
webside? I can't find it...

>   interior{ior 1.36}//using fresnel reflection, vary ior accordingly

Why do you use "ior"? ior is only for transparent objects, or not?

Joel.


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From: Trevor G Quayle
Subject: Re: Wood Floor Texture and Scene
Date: 16 Jan 2007 12:15:00
Message: <web.45ad07a2ccbea858c150d4c10@news.povray.org>
"JSR" <jsr### [at] gmailcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
>
> > #declare Spec=0.15;              //specular/reflective strength
>
> Thanks for your help,
>
> Where did you found the information about "specular strength" inside arroway
> webside? I can't find it...
>
> >   interior{ior 1.36}//using fresnel reflection, vary ior accordingly
>
> Why do you use "ior"? ior is only for transparent objects, or not?
>
> Joel.

Actually now that I look, Arroway doesn't have the specular strength for the
particular wood volume.  Look at samples of some of the other volumes for
examples.

Ior is also used for the fresnel variable reflection model and is supposed
to give a better representation than the regular variable reflection model.
 I know it seems odd to give ior values to solid objects, but I've gotten
used to it.  For relative reflectivities, you can refer to actual
substances and their ior values, ie, assume the floor has a coat of varnish
similar to acrylic: ior~1.49.


-tgq


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From: JSR
Subject: Re: Wood Floor Texture and Scene
Date: 17 Jan 2007 06:15:00
Message: <web.45ae0463ccbea858d8ef73430@news.povray.org>
Thanks for all this useful information, I will explore the file you send in
order to improve my renders. The way is long...

Regards,

Joel.


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