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Wow! These look awesome!
You should fix that with the inner
engravement being the wrong way
round (are you using bump-maps,
or CSG?).
Aside of that, how about using a slighty
irregular heightfield for the wood?
And regarding focal-blur: make the
aperture a nuance smaller, so that the ring
itself antialiased at most, but not blurred.
Move the camera away a little, and add
some stuff, like pots and cups and such,
in fore- and background. Use radiosity
to light that, but keep a soft spotlight on
the ring, to make it the center of attraction.
I often tend to make single objects and
showcase them in my scenes, but realism
is added with more objects around it. It
would also add to the reflections of the
ring.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: no_lights (@) digitaltwilight.de
> Among other things, Ben T. Scheele wrote:
>
> > Not too shabby. I think gold is a hard thing to depict
> > realistically.
>
> Especially when I don't have any gold to compare with ;) Thanks for the
> picture, it helped me realise that I needed much more reflection and
> brightness, though I was aiming for a more reddish kind of gold and a
> different kind of shabby (that was a new word for me) wood. By moving the
> lights and changing some parameters I was able to eliminate the stupid
> "brilliance 4" I had for the wood texture
>
> > If radiosity doesn't affect the scene very much, you
> > might want to try photons. They're fun to use with gold textures.
>
> Yep, I tried using them, but with the old layout and textures there was no
> noticeable effect, now there is :)
>
> By the way, do radiosity and photons interact? I mean, would a bright
> caustics spot illuminate surrounding objects? I've seen you can also get
> caustics with pure radiosity (no photons), and I guess these would
> illuminate surrounding objects, logic says photon caustics (and faked
> caustics) would behave in the same way...
>
> > I thought you might like to see a Brazil render my friend John Henriksen
> > did of a scene he modeled in 3dmax. It might give you some ideas. For
> > the table he used a height field generated from a scan of a cutting
> > board. He had to do a lot of work by hand in Photoshop to get the text
> > up to such a high resolution.
>
> You mean the text or the texture? There's a TTF font available for the
ring
> inscription script (which I didn't use, because I like this one better).
> There's something I don't like in that picture: the text in the inner side
> of the ring is backwards :D
>
> Here's the new version, better now? (with and without focal blur)
>
> --
> light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
> 9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
> 0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
>
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