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> I marked this WIP, but I'm not sure that it is .. I've kinda reached the
> end of my texturing knowledge.
I think the HDR is a bit wasted on your image. If you want to use
it for radiosity lighting, you should give the surrounding sphere
a high ambient value such as finish {ambient 1} (you still need a
normal light source to avoid splotchiness, or look for the light
dome macros by Tek or Trevor G Quayle) in p.b.s-f).
If you want to use it to improve the look of metallic textures,
you need to give them a higher value for reflection (0.07 is not
really very much), and make them smoother. Finally, the scenery
could be rearranged to show more interesting reflections.
I attached a sample render of your scene with ambient 1 for the HDR,
light + HDR rotated by 90*y, and the texture modified as follows:
#declare Chrome_Texture =
texture {
pigment { rgb <0.658824, 0.658824, 0.658824> }
finish {
ambient 0.0
diffuse 0.1
reflection 0.6
brilliance 2
conserve_energy
}
}
#declare Chrome_Metal = texture { Chrome_Texture }
#declare Brushed_Aluminum =
texture {
Chrome_Metal
normal {
bumps -0.02
scale <1, 0.005, 0.005>
}
}
It still doesn't look convincing but it may show how to use the HDR.
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