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Thanks! Using an image_map instead of a straight pigment seems to cause me
the most trouble. The image map version seems to be more difficult to get
"murky." I did manage to get it further by using your example, but lowering
(/) the density to 1.1. It still isn't perfect but it looks a lot better
than it did.
"hughes, b." <omn### [at] charternet> wrote in message
news:3e1dffec@news.povray.org...
> "Patrick Dugan" <pat### [at] usnetcomcorpcom> wrote in message
> news:3e1de5ec@news.povray.org...
> >
> > I need someone with expertise in making "scattered textures." I am
trying
> > to make skateboards wheels.
> > I want the texture to be like milk.
>
> It's all trial and error for me. I wasn't completely successful but I gave
> your wheel media a try. I think the predominent thing needed was more
> samples. Unless you use double digits or more there's going to be oddities
> encountered, such as strange shadows and other inconsistencies. I added
> density, as well as absorption, so those could be controlled instead of
> leaving it up to a default. It's never easy to get the exact result you
> want. So... here's what I ended up with:
>
> camera {
> location <0.0, 2.0, -5.0>
> look_at <0.0, 0.0, 0.0>
> right x*image_width/image_height
> }
>
> // create a regular point light source
> light_source {
> 0*x // light's position (translated below)
> color rgb <1,1,1>*0.8 // light's color
> translate <-5, 30, -10>
> }
> // Create an infinite sphere around scene and allow any pigment on it
> sky_sphere {
> pigment {
> gradient y
> color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] }
> }
> }
>
> #declare MediaTrans =
> material{
> texture {
> pigment {
> rgbf 1
> }
> finish {
> ambient 0
> diffuse 1
> specular 0.75
> roughness 0.001
> reflection {
> 0.025, 0.125 // it's shiney so why not reflect a little?
> }
> }
> }
> interior {
> ior 1.42 // was like water before... I just gave this a try instead
> media {
> method 3
> //intervals 10 // not really needed for type 3 media
> samples 75, 150 much more here, could be less perhaps
> // confidence 0.9
> // variance 1.0/128
> // ratio 0.9
> scattering {4, // type 4 seems to work well for solid things,
imho
> rgb 2.5 // being 80 might have caused trouble
> (?)
> extinction 0.75 // if this is low media seems
> to lose solidness
> }
> density {
> rgb 25 // increase solidness (?)
> }
> absorption 0.25
> }
> }
> }
>
> #declare Metal =
> material {
> texture {
> pigment {
> rgb 0.5
> }
> finish {
> ambient 0.5 // wanted it visible while checking media
> diffuse 0.5
> reflection {
> 0.25, 0.5
> }
> }
> }
> }
>
> union {
> torus {
> 1, 0.5
> material {
> MediaTrans
> }
> hollow
> }
> torus {
> 0.3, 0.3
> material {
> Metal
> }
> }
> rotate <90,45,0>
> }
>
>
>
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