[Radiance-general] defining structured (textured) surfaces in radiance?
Lars O. Grobe
[email protected]
Wed, 28 Jan 2004 13:49:05 +0200
Hi list!
Once again a question about texturing a surface. In radiance, I know
about two ways putting color modification (pattern) or / and normal
modification (texture) on a surface to achieve a structured appearance.
Besides, brdf-modifiers allow to implement the reflection effects of
more complicated surfaces.
However, if I have surfaces with effects caused by their
(micro-)structure, I get into difficulties. Radiance does not have
something like displacement maps, so the effects from geometry can only
be achieved by modeling the surface. I have been thinking a while about
how to get the appearance of a mosaic for example, which conists of a
layer of gold, a piece of glass in front of it, and which has it's
effect when seen from a distance because of the specular reflections,
the different layers and the irregularities in the overall surface.
Another example might be the well-known tennis-ball, which can be
rendered in radiance only by entering the geometries as instances.
However, this example hass afaik less complicated reflection
properties, e.g. the specular reflection is not that important. There
are other known examples for textures with important geometric details,
of course, e.g. textiles.
Is there a way now to apply a geometry (in the radiance software
handled like an instance for memory effectiveness) as a texture? It
would be much more convenient to apply such a 3d-texture by using the
tex-modifiers to an existing surface than writing scripts to place
these instances following an imaginary surface. Did anybody think about
doing something like that with radiance, or are there reasons why one
should not even try that?
CU, Lars.
--
Lars O. Grobe
[email protected]
--
Lars O. Grobe, [email protected], ++90-212-2458330
Kardesler Apartment, Turnacibasi Sokak 28
Galatasaray - Beyoglu, 34433 Istanbul