POV-Ray : Newsgroups : povray.binaries.images : Aftermath revisited : Re: Aftermath revisited: proof of concept Server Time
30 Jul 2024 06:31:33 EDT (-0400)
  Re: Aftermath revisited: proof of concept  
From: s day
Date: 27 Aug 2013 19:10:01
Message: <web.521d30efcf332d283e3638370@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 26-8-2013 21:59, Samuel Benge wrote:
> > Can't you make a new pigment_pattern that combines the proximity pattern and a
> > new stain pattern?
> >
> Best to show with the code. This is the texture using the proximity pattern:

Hi Thomas,

Nice image, for me I think the sky is the biggest problem, while very dramatic
looking the shape of the clouds seems a bit odd. Then again I have often looked
at a great real sky and thought to myself if I were to render that exactly as it
is people would say it looked fake, and who can imagine what the sky would look
like after such an event..

I am interested in your texturing issue but have no experience with proximity
patterns. I do wonder though if something like below would work..

 #declare TMProx =
 texture {
    pigment_pattern {
      average
      pigment_map {
        [ 3.0 df3_pattern ]
        #if (add_noise = true)
          [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0,
 248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
  [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
  [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
  [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale
 ScaleFactor*0.33/Factor ]
  [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
        #end
      }
    }
    texture_map {Dull_brass_map}
 }

 #declare TMSlime =
 texture {
    pigment_pattern {
      average
      pigment_map {
        [ 3.0 df3_pattern ]
        #if (add_noise = true)
          [ 0.6 slope { <0, 0, 0.99> 0.5, 1.0 altitude <0, 0, 0.99> 0,
 248.672 } color_map { [0 rgb 1] [1 rgb 0] } scale 248.672 ]
  [ 0.4 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*4/Factor ]
  [ 0.3 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*1/Factor ]
  [ 0.2 bozo color_map { [0 rgb 0] [1 rgb 1] } scale
 ScaleFactor*0.33/Factor ]
  [ 0.1 bozo color_map { [0 rgb 0] [1 rgb 1] } scale ScaleFactor*0.1/Factor ]
        #end
      }
    }
    texture_map {Dull_brass_map_slime}
// here the texture_map would be same texture but with a finish
// and maybe slightly different pigment to make it look slimy.
 }

#declare TMGrad = texture
{
  gradient y
  texture_map {
  [ 0.35 TMSlime ]
  [ 0.45 TMProx ]
 }
}

As I say I have never used proximity patterns so I may be way off ;-)

Sean


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