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Thomas de Groot <tho### [at] degrootorg> wrote:
> With thanks to And, a little playground when you have nothing better to
> do :-)
>
>
> /**********************************************************************************
> Persistence of Vision Ray Tracer Scene Description File
> File name : And_Pattern blend.pov
> Version : 3.71
> Description : Pattern blending of a photograph.
>
> Date : 2 March 2018
> Author : And
> E-mail : in p.b.i. pattern blend (by And):
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5a996d03fe35f84f1c2f7e850%40news.povray.org%3E/
> See also:
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.5a996d03fe35f84f1c2f7e850%40news.povray.org%3E/?mtop=4210
77&moff=20
>
> **********************************************************************************/
>
> // Render settings 3.7 (right-click on a line below):
> // Be sure to set the image width and height
> // for glasses.jpg:
> // +w1024 +h768 +a0.3 +am2 +bm2 +rp0 +bs8 +wt6
>
> #version 3.71;
> //#version unofficial patch 3.71; //UberPOV
>
> #include "stdinc.inc"
>
> #local Rad = off; // radiosity switch
>
> global_settings {
> assumed_gamma 1.0
> max_trace_level 5
> noise_generator 2
> #if (Rad)
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 100, 1000
> nearest_count 10, 5
> error_bound 1
> recursion_limit 1
> low_error_factor 0.3
> gray_threshold 0.0
> minimum_reuse 0.015
> maximum_reuse 0.1
> brightness 1
>
> adc_bailout 0.01/2
> normal off
> media off
> always_sample off
> //max_sample 1.0
> }
> #end
> }
>
> // ----------------------------------------
> camera {
> orthographic
> location <0.0, 0.0, -10.0>
> look_at <0.0, 0.0, 0.0>
> right x*image_width
> up y*image_height
> angle 5.8*1
> }
>
> background {color rgb 1}
>
>
//==============================================================================================
> // Controls:
> #local Mono = off; // monochrome/polychrome switch
> #local Gamma = 5; // play with this value for interesting results
> #local Pattern = 1; // 1=crackle solid; 2=granite; 3=agate;
> 4=bumps; 5=quilted; 6=bozo;
> #local N = 0.1; // use N <= 1.0
> #local rotZ = 40; // rotation angle of the pattern around the z-axis
>
>
//==============================================================================================
> // Load here your image:
> #declare p_original =
> pigment {
> image_map {
> jpeg "glasses.jpg" gamma Gamma
> map_type 0
> interpolate 2
> }
> }
>
>
//==============================================================================================
> #if (Mono)
>
> #declare p_modify =
> pigment{
> pigment_pattern{p_original}
> pigment_map {
> #for(i,0,255)
> [i/255 #switch (Pattern)
> #case(1)
> crackle solid
> #break #case(2)
> granite
> #break #case(3)
> agate
> #break #case(4)
> bumps
> #break #case(5)
> quilted control0 0.5 control1 1
> #break #case(6)
> bozo
> #end
> scale (1/<image_width, image_height, 1>)*N
> rotate <0,0, rotZ>
> color_map {
> [0.2+0.6*(1-pow(i/255,1/3)) rgbt<0,0,0,0.1>]
> [0.2+0.6*(1-pow(i/255,1/3)) rgbt<0,0,0,0.9>]
> }
> ]
> #end
> }
> }
>
> #else
>
> #declare f_original =
> function {pigment {p_original}}
>
> #declare f_o_R = function {f_original (x,y,z).red}
> #declare f_o_G = function {f_original (x,y,z).green}
> #declare f_o_B = function {f_original (x,y,z).blue}
>
> #declare f_modify =
> pigment {
> average
> pigment_map {
> [1 function {f_o_R (x,y,z)}
> pigment_map {
> #for (i, 0, 255)
> [i/255 #switch (Pattern)
> #case(1)
> crackle solid
> #break #case(2)
> granite
> #break #case(3)
> agate
> #break #case(4)
> bumps
> #break #case(5)
> quilted control0 0.5 control1 1
> #break #case(6)
> bozo
> #end
> scale (1/<image_width, image_height, 1>)*N
> rotate <0,0, rotZ>
> color_map {
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <0,0,0,0.1>]
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <3,0,0,0.9>]
> }
> ]
> #end
> }
> ]
> [1 function {f_o_G (x,y,z)}
> pigment_map {
> #for (i, 0, 255)
> [i/255 #switch (Pattern)
> #case(1)
> crackle solid
> #break #case(2)
> granite
> #break #case(3)
> agate
> #break #case(4)
> bumps
> #break #case(5)
> quilted control0 0.5 control1 1
> #break #case(6)
> bozo
> #end
> scale (1/<image_width, image_height, 1>)*N
> rotate <0,0, rotZ>
> color_map {
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <0,0,0,0.1>]
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <0,3,0,0.9>]
> }
> ]
> #end
> }
> ]
> [1 function {f_o_B (x,y,z)}
> pigment_map {
> #for (i, 0, 255)
> [i/255 #switch (Pattern)
> #case(1)
> crackle solid
> #break #case(2)
> granite
> #break #case(3)
> agate
> #break #case(4)
> bumps
> #break #case(5)
> quilted control0 0.5 control1 1
> #break #case(6)
> bozo
> #end
> scale (1/<image_width, image_height, 1>)*N
> rotate <0,0, rotZ>
> color_map {
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <0,0,0,0.1>]
> [0.2+0.6*(1-pow (i/255,1/3)) srgbt <0,0,3,0.9>]
> }
> ]
> #end
> }
> ]
> }
> }
>
> #end
>
>
//==============================================================================================
> plane {
> z, 0
> #if (Mono)
> pigment {p_modify
> #else
> pigment {f_modify
> #end
> translate -0.5
> scale <image_width, image_height, 1>
> scale 0.001
> }
> finish {emission 1 diffuse 0}
> no_shadow
> }
>
>
//==============================================================================================
>
> --
> Thomas
Well, I didn't know you post an article here.
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