MAKE A MEME View Large Image Bump map vs isosurface3.png Created with Persistence of Vision 3D computer graphics bumps wrinkles and dents on the surface of an object can be simulated by using bump mapping A bump map changes the way the surface appears to reflect or ...
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Keywords: Bump map vs isosurface3.png Created with Persistence of Vision 3D computer graphics bumps wrinkles and dents on the surface of an object can be simulated by using bump mapping A bump map changes the way the surface appears to reflect or refract light and can increase the realism of computer-generated images without significantly increasing render times The technique is limited in that it does not actually modify the shape of the underlying object On the left a mathematical function defining a bump map simulates a crumbling surface on a sphere but the object's outline and shadow remain those of a perfect sphere On the right the same function is used to modify the surface of a sphere by generating an isosurface This actually models a sphere with a bumpy surface with the result that both its outline and its shadow are rendered realistically POV-Ray code <syntaxhighlight lang povray > version 3 6; declare rad 1; global_settings assumed_gamma 1 0 ambient_light 0 if rad radiosity pretrace_start 0 08 // start pretrace at this size pretrace_end 0 04 // end pretrace at this size count 35 // higher -> higher quality 1 1600 35 nearest_count 5 // higher -> higher quality 1 10 5 error_bound 1 8 // higher -> smoother less accurate 1 8 recursion_limit 3 // how much interreflections are calculated 1 5+ 3 low_error_factor 5 // reduce error_bound during last pretrace step gray_threshold 0 0 // increase for weakening colors 0 1 0 minimum_reuse 0 015 // reuse of old radiosity samples 0 015 brightness 4 // brightness of radiosity effects 0 1 1 adc_bailout 0 01/2 normal on // take surface normals into account off media off // take media into account off always_sample on // turn sampling in final trace off on max_sample 1 0 // maximum brightness of samples end if rad fog fog_type 1 distance 9 rgb 0 turbulence 5 end // ---------------------------------------- camera location <0 0 1 5 -4> direction z right x image_width/image_height look_at <0 0 0 -1 4> // focal blur camera if rad aperture 2 blur_samples 125 focal_point <0 0 - 9> confidence 0 99 variance 1/20000 end light_source <6 2 5 -6> color rgb <1 1 1> 3 area_light <1 0 0> <0 0 1> if rad 2 2 else 2 2 end orient circular light_source <-9 7 5 -6> color rgb <1 1 1> 5 area_light <3 0 0> <0 0 3> if rad 5 5 else 2 2 end orient circular light_source <0 100 80> color rgb <1 1 1> area_light <1 0 0> <0 0 1> if rad 2 2 else 2 2 end orient circular // ---------------------------------------- box <-35 -2 -3> <35 -1 38> pigment color rgb 1 finish ambient 0 declare mytex texture pigment bozo colour_map 0 colour rgb < 3 1 05> 0 25 colour rgb < 32 08 06> 0 5 colour rgb < 3 1 05> 75 colour rgb < 28 12 04> 1 colour rgb < 3 1 05> scale 15 turbulence 2 75 finish specular 0 1 roughness 0075 diffuse 70 ambient 0 reflection 0 0 include functions inc declare function2 function f_agate x/ 5 y/ 5 z/ 5 1 declare function3 function x y z Radius xoff yoff zoff pow x-xoff 2 +pow y-yoff 2 +pow z-zoff 2 -pow Radius 2 declare ball isosurface function function3 x y z 1 0 0 0 -function2 x y z 1 // 71 max_gradient 8 contained_by sphere 0 1 5 texture mytex translate x 1 5 object ball translate <0 0 0> sphere 0 1 texture mytex //normal bozo scale 5 normal function function2 x y z 10 25 accuracy 0002 bump_size 1 5 rotate -y 32 translate -x 1 5 </syntaxhighlight> own GDallimore 2011-01-04 thumb left thumb left Spheres Demo effects Bump mapping Ray tracing Widescreen desktop backgrounds Isosurfaces 3D test models Images with Povray source code
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