|
|
Wasn't it JC (Exether) who wrote:
>Rune wrote:
>> JC (Exether) wrote:
>>
>>>The hair is missing some brilliance
>>
>>
>> Nothing a little post-processing can't handle... ;)
>>
>> Do you mean something like this?
>>
>> Rune
>> --
>> 3D images and anims, include files, tutorials and more:
>> rune|vision: http://runevision.com **updated Jan 29**
>> POV-Ray Ring: http://webring.povray.co.uk
>
>Yes, it's an improvement I think.
>But I was more thinking about individual phongs on the hair, it's just
>an idea though, it might not be really better.
It doesn't seem to work very well with phong. I guess the phong highlights
don't work very well alongside the fake highlights that are already painted
on the image map. To get it to work with phong I think that the texture map
would have to be recreated without highlights and there'd probably need to
be a normal map.
One thing that does help a little is turning up the lighting so that the
painted highlights become fully white rather than grey, but then the dark
parts of image tend to get a bit too bright.
I finally hit on the attached result (no post processing) using a rather odd
POV technique. What I was trying to do was to multiply the brightness of the
image map, in the same way that I might write pigment{rgb <a,b,c>*1.5} to
brighten a colour, but the syntax doesn't work for image maps. I ended up
using an average pigment with a negative weight black entry.
For comparison, the wig stand pigment is {rgb 1}but the faked highlights of
the hair need to be significantly whiter.
--
Mike Williams
Post a reply to this message
Attachments:
Download 'ShinyHair.jpg' (54 KB)
Preview of image 'ShinyHair.jpg'
|
|