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Something on making and editing textures would be fantastic... I know
the pov documentation has the information but I guess I'm too stupid to
get it, but more examples and detail would be nice... any takers?
Saif.
--
"And so I throw the windows wide and call to you across the skies."
-pink floyd.
"All that we see or seem, is but a dream, within a dream."
-Edgar Alan Poe.
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Saif Ansari wrote:
> Something on making and editing textures would be fantastic... I know
> the pov documentation has the information but I guess I'm too stupid to
> get it, but more examples and detail would be nice... any takers?
>
> Saif.
>
> --
> "And so I throw the windows wide and call to you across the skies."
> -pink floyd.
>
> "All that we see or seem, is but a dream, within a dream."
> -Edgar Alan Poe.
I know what you mean. It took me a while to get beyond the pigment stage
of textures, and I still have problems with the more advanced aspects of
texturing. A tutorial would be very nice, but unfortionatelly, I don't
believe that the in-deapth information about textures could be expressed in
plain English. It takes time to get the hang off, and I don't think that
any document can replace experience. However, if someone could explain
texturing in an easy to understand way, I would love it. What I am looking
for is not *how* to do something, but when and where to do it: ie. in what
cases should I use this method, and in what cases should I use that method.
Alex
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I look at textures as the *real* palette for the artist at hand. I think it
was my second year of Pov-ing before I even began to obtain a small glimmer
of understanding. I still have to play, tweak, and sweat textures out.
Often, I just head for the old fishing hole, where (after getting skunked
by the Bass) I sometimes have a little insight.
Have you ever seen something, it might just be a stone wall, when you find
yourself up against it thinking "how would I do that?" (artist lupe in
hand) :)
Man, I've got it bad!
If, you don't mind hearing from a novice, I'll think on this and see if I
can put something together. Understand, I can't possibly cover everything.
For one thing I don't pretend to understand nearly enough, but perhaps I
can get across something that might help. Practical examples of how I go
about certain aspects may help, but I think you could hear from a hundred
artists, and get one-hundred different approaches.
Texture Magic is a great place to start. I find myself rendering an entire
scene, only to find a texture that I tweaked for days simply does not work.
Then, too, there are times when a mistake adds a magical element that
really sets the scene apart.
Paul Hinds
gri### [at] swbell net
alex simma <asi### [at] geocities com> wrote in article
<34AD48D7.203D6D7A@geocities.com>...
> I know what you mean. It took me a while to get beyond the pigment
stage
> of textures, and I still have problems with the more advanced aspects of
> texturing. A tutorial would be very nice, but unfortionatelly, I don't
> believe that the in-deapth information about textures could be expressed
in
> plain English. It takes time to get the hang off, and I don't think that
> any document can replace experience. However, if someone could explain
> texturing in an easy to understand way, I would love it. What I am
looking
> for is not *how* to do something, but when and where to do it: ie. in
what
> cases should I use this method, and in what cases should I use that
method.
>
> Alex
>
>
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There is a very professional-looking texture editor, "Texture Magic",
designed for several raytracers for PovRay.
Get it at http://www.informatik.tu-cottbus.de/~rs/povray/tex_mag.html .
Its a fully functional shareware program (a 60 days evaluation version).
To render the textures in the preview-box you should also have the
"povnt.exe" (it is a 32 bit Povray render-engine). You set up Texture Magic
like this: Go to Options / Preferences menu. In the box labeled "Pov-Ray
Executable" you enter the directory and filename of "povnt.exe".
Off you go... (You will find all this in the web-page listed above)
Saif Ansari wrote:
> Something on making and editing textures would be fantastic... I know
> the pov documentation has the information but I guess I'm too stupid to
> get it, but more examples and detail would be nice... any takers?
>
> Saif.
>
> --
> "And so I throw the windows wide and call to you across the skies."
> -pink floyd.
>
> "All that we see or seem, is but a dream, within a dream."
> -Edgar Alan Poe.
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The exe file pvengine for windows95 works too. Texture Magic is a great
program to dink around with textures. Not only can you render them to see what
a quick example would be on multiple objects, but you can also look at the code
to see how they did a particular texture. I haven't had time to fool around
with it yet (finals are getting close) but I plan on sitting down and comparing
two textures to see how to do some techniques.
Have fun!!
Mike F.
L Andersen wrote:
> There is a very professional-looking texture editor, "Texture Magic",
> designed for several raytracers for PovRay.
> Get it at http://www.informatik.tu-cottbus.de/~rs/povray/tex_mag.html .
> Its a fully functional shareware program (a 60 days evaluation version).
> To render the textures in the preview-box you should also have the
> "povnt.exe" (it is a 32 bit Povray render-engine). You set up Texture Magic
> like this: Go to Options / Preferences menu. In the box labeled "Pov-Ray
> Executable" you enter the directory and filename of "povnt.exe".
> Off you go... (You will find all this in the web-page listed above)
>
> Saif Ansari wrote:
>
> > Something on making and editing textures would be fantastic... I know
> > the pov documentation has the information but I guess I'm too stupid to
> > get it, but more examples and detail would be nice... any takers?
> >
> > Saif.
> >
> > --
> > "And so I throw the windows wide and call to you across the skies."
> > -pink floyd.
> >
> > "All that we see or seem, is but a dream, within a dream."
> > -Edgar Alan Poe.
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