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Some suggestions:
- Usually, materials and especially wood tend to be darker where wet.
- you could improve your wood texture, with better pigment and some normals.
- it would be easier to see where there's water with a clearer
background to be reflected in it.
Efficient how you did the water patch,
JC
Felbrigg wrote:
> I saw a post where the poster was wandering how to do a spilled liquid after
> failing with blobs.. So I've knocked up this test scene using a couple of
> splines for the liquid which might help them.
>
> I'd like to invite suggestions for improving the lighting and look of the
> water, or better still change it from water to semi tranparent coffee. I'd
> like to get this simple scene improooooved ( that is to say realistic ).
>
> Thanks
>
> Heres the code if you want to have a stab at it...
>
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
>
>
> #declare SnakeWood =
> texture { /* Bottom wood-grain layer */
> pigment {
> wood
> turbulence 0.05
> color_map {
> [0.00 rgb <0.58, 0.45, 0.23>]
> [0.34 rgb <0.65, 0.45, 0.25>]
> [0.40 rgb <0.33, 0.23, 0.13>]
> [0.47 rgb <0.60, 0.40, 0.20>]
> [1.00 rgb <0.25, 0.15, 0.05>]
> }
> }
> finish {
> crand 0.02
> //ambient 0.32
> diffuse 0.63
> phong 0.2
> phong_size 10
> }
> normal { bumps 0.05 }
> }
> texture { /* top layer, adds small dark spots */
> pigment {
> bozo
> color_map {
> [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
> [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
> [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
> }
> scale 0.25
> }
> }
>
>
> light_source {<-20, 20, 0> color White area_light <5, 0, 0>, <0, 0, 5>, 11,
> 11 adaptive 1 jitter photons { refraction on reflection on } }
>
> camera {
> location <0,10,-25> look_at <0,0,0>
> }
>
> background { Black }//color <0.25,0.35,0.80> }
> box {
> <-1,-1,-1>,
> <1,1,1>
> texture {
> pigment { Red }
> }
> scale <2,2,2>
> rotate <0,-15,0>
> translate <2,1,10>
> }
> box {
> <-1,-1,-1>,
> <1,1,1>
> texture {
> pigment { Red }
> }
> scale <2,2,2>
> rotate <0,-16,0>
> translate <2,1,-9>
> }
> cylinder{
> <-1,-1,-1>,
> <1,1,1>,
> 1
> texture {
> pigment { White*2 }
> }
> scale <1,5,1>
> translate <-7,3,0>
> }
>
> plane { <0, 1, 0>, -0.001
> texture { SnakeWood }//pigment { checker pigment{Red},
> pigment{White} } scale <10,10,10> rotate <0,43,0>}
> }
>
> #declare Point1 = <-10,1,10>;
> #declare Point2 = <-10,1,0>;
> #declare Point3 = <-10,1,-10>;
> #declare Point4 = <0,1,-10>;
> #declare Point5 = <10,1,-10>;
> #declare Point6 = <15,1,2>; //<10,1,0>;
> #declare Point7 = <10,1,2>; //<10,1,10>;
> #declare Point8 = <0,1,10>;
> #declare Point9 = <-14,1,12>; //<-10,1,10>;
> #declare Point10 = <-10,1,0>;
> #declare Point11 = <-10,1,-10>;
>
> merge {
> // outside of the puddle
> sphere_sweep {
> cubic_spline
> 11,
> Point1,1
> Point2,1
> Point3,1
> Point4,1
> Point5,1
> Point6,1
> Point7,1
> Point8,1
> Point9,1
> Point10,1
> Point11,1
> }
>
> // inside of the puddle
> prism {
> cubic_spline
> 0, // sweep the following shape from here ...
> 2, // ... up through here
> 11, // the number of points making up the shape ...
> <Point1.x,Point1.z>,
> <Point2.x,Point2.z>,
> <Point3.x,Point3.z>,
> <Point4.x,Point4.z>,
> <Point5.x,Point5.z>,
> <Point6.x,Point6.z>,
> <Point7.x,Point7.z>,
> <Point8.x,Point8.z>,
> <Point9.x,Point9.z>,
> <Point10.x,Point10.z>,
> <Point11.x,Point11.z>
> }
>
> hollow
> texture {
> pigment {
> Clear // rgbt <0.858824,0.576471,0.439216>
> }
> finish {
> reflection { 0.1,0.8 }
> }
> }
> interior {
> ior Water_Ior
> }
> translate <0,-1.5,0>
>
> }
>
>
>
>
>
>
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