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- Date: Thu, 9 Oct 1997 12:35:21 -0700
- From: "Hall, Michael R." <mikeh@RETAILPRO.COM>
- Subject: [IML] Chat: Sand Texture
-
- I've had an idea for the texture programmers out there:
-
- How about something that can simulate a sandy surface?
-
- I've been wondering how to go about creating this, and I know that I can't
- use roughness (I have to render the same image three times and combine them
- to get a final image, but roughness never renders the same way twice). I
- suppose I can try rendering using FractBump.itx at a very high resolution
- and then scaling the image down, but sand is composed of a silicate and
- often there is a rainbow like pattern seen from the refraction of the
- crystals, and I am not certain how to get this.
-
- Anyone have any ideas? Even an image map of sand at this point would be
- extremely helpful. I need it to finish the rush "diamond" project I
- described last week.
-
- Thanks a lot!
-
- Micheal Hall
-
- ---------------------------------
-
- From: Matt Kropp <cmkropp@HOME.NET>
-
- How about using a layer or two of the colornoz texture. I don't know if
- fractal bump would actually be necessary. I guess that would depend on how
- coarse the sand is, and how close the camera is to the sand.
-
- You shouldn't use roughness in animations. The documentation says it's
- completely random in every rendering, so it will look like snow on TV when
- animated.
-
- One thing you might want to play with is Simon F.C. de Rivaz's diffuse
- texture. It used to be on his web site, but I can't find it any more. Maybe
- I could put my copy of it on my web site if it's okay with him. Anyway, the
- diffuse texture keys off the roughness setting and converts it into a change
- in luminance. It's useful for modeling very diffuse materials like sand, as
- well as other things. Think about how the full moon looks. It looks more
- like a disk than a sphere. This is because the dusty surface scatters
- reflected light over such a broad angle (very diffuse) that even the sides of
- the sphere appear to be just as brightly lit as the front of the sphere.
-
- Now the diffuse texture wasn't exactly designed to simulate that, but it can
- add a nice luminance to surfaces. The way you use it is first apply a
- grayscale bitmap and have it affect the roughness of the object. Then load
- the diffuse texture after the bitmap. That's it. For your application I
- would suggest a random noise pattern for the bitmap.
-
- Matt Kropp
- http://members.home.net/cmkropp
-
-