aquamarine finished

master
Jacob Gustafson 2017-02-19 00:53:43 -05:00
parent c0e0e0d9d9
commit a5f1c971af
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@ -22,6 +22,7 @@ Some major changes were done to make the mod easier to maintain:
## Changes:
'!' is for bugs in 2012 version that are fixed (as opposed to features that were changed/added) in this fork
* (2017-02-19) new textures for aquamarine: mineral, block, item
* (2017-02-16) Rerendered Alexandrite block&item; new textures for minerals: Alexandrite, Amethyst; collecting hd versions in etc/hd
* (2017-02-16) blend file: completely reworked gem shader (blend version 2)
* (2017-02-15) blend file: connected ID Mask to Image output (in Compositor nodes) for alpha in rendered image
@ -127,10 +128,10 @@ Do the following steps to re-render a block:
* Open the included Blend file in Blender and set the input nodes as follows (if there are two, set one as the input for absorption and turn that up--or experiment; ~ means wasn't plugged into any nodes):
(v1L you can also tweak whether fresnel, facing, or IsTransmissionRay is Factor for "Glow Mix" node (you can also flip the inputs)
(v2 you can also tweak whether Tangent, which Light Path output [and whether passes through Reduction node], or nothing [0.00] is used for Glare Mix's Factor; warped block shards can be fitted together then scaled by 1.01 on the x&z [s, shift z, 1.01])
Name, GemColor, IOR**, Scatter,Gloss, Clarity,Absorption, AbsSat, Glare Mix
Alexandrite,567274 to 63152c,1.75, ~, ~, .95, 1, 1.0, Gem:Tangent ; Block: Tangent*Reduction; Block east: 0.00
Amethyst, ad87a6, 1.55, .5, 0, 0, 1, .5
Aquamarine, 8bdcdf, , , , , ,
Name, GemColor, IOR**, Scatter,Gloss, Clarity,Absorption, AbsSat, Glare Mix, GlareSat (Glare Saturation)
Alexandrite,567274 to 63152c,1.75, ~, ~, .95, 1, 1.0, Gem:Tangent ; Block: Tangent*Reduction; Block east: 0.00, ~
Amethyst, ad87a6, 1.55, .5, 0, 0, 1, .5, ~, ~
Aquamarine, 8bdcdf, 1.564-1.596, ~, ~, .95, 1, 0, Gem:PatchyNoise;, .5
Diamond, ced7da, , , , , ,
Emerald, 02552a, , , , , ,
Garnet, 78200c, , , , , ,
@ -140,6 +141,10 @@ Ruby, 832935, , , , , ,
Sapphire, 163f7d, , , , , ,
Topaz, E5A55F, 1.62, .5, .5, 1.0, 0.0, 0.0
Zircon, 255f75, , , , , ,
** Complete IOR Lists (values averaged or used from)
http://forums.cgsociety.org/archive/index.php?t-513458.html
http://www.gemselect.com/gem-info/refractive-index.php
(where '-' appears in grid, double refraction is used [different values in each IOR value input node])
Take note that this list is in alphabetical order (like birthstones-mod git 2012) for convenience, not in actual birthstone month order.
* Keep default resolution of 32x32 (must be full bleed then cropped to 16x16 manually to avoid edge issues with cycles)
* Render the following cameras (or experiment): North, East, Top
@ -149,18 +154,21 @@ Take note that this list is in alphabetical order (like birthstones-mod git 2012
* Copy the bottom row of pixels of top, then Paste onto top row of pixels of north
* Rotate top to the right temporarilty (don't save top after this)
* Copy the new bottom row of pixels of top, then Paste onto top row of pixels of east
To make a Gem:
* If you are making a new gem, I recommend making surface imperfect as follows (avoid Edge Split since it breaks edges into two lines, leading to problems with further modifiers and possibly with refraction or other light paths):
* Make a gem
* Tools, Smooth
* Add Modifier, Subdivision Surface, simple, View: 3 (that will be applied), Apply
* Go to edit mode, and select any edges that should be sharp, and click Mesh, Edges, Mark Sharp
* Object Data, check Autosmooth
* Change angle (can be all the way up, such as 90, if you did mark sharp on all edges above)
* Add Modifier, Displace, Add New, click "Show texture in texture tab" button to the right of it, change it from "Image or Movie" to Musgrave Multifractal, Intensity around .3, Size 2.0 or a little more than the size of the gem, then go back to Displace modifier and change Strength as needed (may have to be negative especially for some Musgrave patterns).
### Special Thanks
Blender gem tutorial
https://www.youtube.com/watch?v=3EN6mAFDqaI
by Marijus Jacevičius
Complete IOR List
** http://forums.cgsociety.org/archive/index.php?t-513458.html
## Minetest 2017 API notes
(see http://wiki.minetest.net/Groups and https://github.com/minetest/minetest/blob/142e2d3b74ad886eed83b0fc9d6cfea100dae10a/doc/lua_api.txt#L736 )
### groupcaps (in tool_capabilities dict in register_tool 2nd param dict): a dictionary of groupcap dictionaries such as:

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@ -118,7 +118,7 @@ minetest.register_node( "birthstones:amethystblock", {
})
minetest.register_node( "birthstones:aquamarineblock", {
description = "Aquamarine Block",
tiles = { "birthstones_aquamarine_block.png" },
tiles = { "birthstones_aquamarine_block_top.png", "birthstones_aquamarine_block_top.png", "birthstones_aquamarine_block_east.png", "birthstones_aquamarine_block_east.png", "birthstones_aquamarine_block_north.png", "birthstones_aquamarine_block_north.png" },
is_ground_content = true,
groups = {cracky = 1, level = 3},
sounds = default.node_sound_stone_defaults(),

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@ -0,0 +1,27 @@
IF NOT EXIST ".\textures" GOTO ENDNOSOURCE
SET MT_PATH=C:\games\Minetest
IF NOT EXIST "%MT_PATH%" GOTO ENDNOMINETEST
SET MT_GAMES_PATH=%MT_PATH%\games
SET MT_GAME_PATH=%MT_GAMES_PATH%\subgametest
IF NOT EXIST "%MT_GAME_PATH%" GOTO ENDNOGAME
SET MODS_PATH=%MT_GAME_PATH%\mods
SET MOD_DEST_PATH=%MODS_PATH%\birthstones
IF NOT EXIST "%MOD_DEST_PATH%" md "%MOD_DEST_PATH%"
copy *.* "%MOD_DEST_PATH%\"
IF NOT EXIST "%MOD_DEST_PATH%\textures" md "%MOD_DEST_PATH%\textures"
copy .\textures\*.* "%MOD_DEST_PATH%\textures"
GOTO ENDSILENTLY
:ENDNOMINETEST:
echo "Minetest is not installed at %MT_PATH% -- extract minetest there first or edit this batch file in your favorite text editor and edit the value for MT_PATH.
pause
GOTO ENDSILENTLY
:ENDNOGAME
echo "Subgame %MT_ENLIVEN_PATH% is not installed -- extract that subgame there first or edit this batch file in your favorite text editor and edit the value for MT_GAME_PATH.
pause
GOTO ENDSILENTLY
:ENDNOSOURCE
echo "Missing source folder. You must extract all files and run from a drive letter, so that textures folder is in current working directory"
pause
:ENDSILENTLY