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"Trevor G Quayle" <Tin### [at] hotmail com> wrote in message
news:web.4dd07015d4641764b05ef170@news.povray.org...
> "Dre" <and### [at] gmail com> wrote:
>> "Dre" <and### [at] gmail com> wrote in message
>> news:4dcc9451@news.povray.org...
>> > Hi all, I have been struggling bigtime trying to get a realistic
>> > plastic
>> > texture to work with a hdr background.
>> >
>> > Whenever I get close it allways looks washed out or way too reflective
>> > (ie
>> > like shiney metal), I'd really like a brilliant white shiney surface.
>> > For
>> > example the same as a brand new white painted car panel.
>> >
>> > If someone could help me out I would much appreciate it!
>> >
>> > An quick mock up of my scene is below:
>> >
>> > // ----------- code start
>> > #include "colors.inc"
>> > #include "textures.inc"
>> >
>> > camera {
>> > location <0, 0, 10>
>> > look_at <0, 0, 0>
>> > right x * image_width / image_height
>> > }
>> >
>> > sphere {
>> > 0, 12000
>> > hollow
>> > pigment { image_map { hdr "Factory_Catwalk_2k.hdr" map_type 1 } }
>> > finish { diffuse 0 ambient 1 }
>> > }
>> >
>> > sphere {
>> > 0, 3
>> > pigment { color rgb 1 }
>> > finish { specular 1 roughness 0.0001 reflection 0.13 }
>> > }
>> > // ----------- code end
>> >
>> > Thanks!
>> >
>> > Cheers Dre
>> >
>> >
>>
>> Hi, replying here to both Trevor and Alain.
>>
>> Thank you both for your help, those examples give me the finish I am
>> looking
>> for, but no matter what I do, the sphere allways comes out black. The
>> metal
>> surfaces in my image look great, but anything coloured is black (or very
>> very dark). I'm not using any lights as I thought the hdr took care of
>> that. If I stick a light in there it all looks wrong and way to
>> bright...
>>
>> In the past I've only really used hdr backgrounds for metal things, but
>> now
>> I'm trying to use other surfaces and am really struggling.
>>
>> I've attached a pic of what I'm talking about. That black thing needs to
>> be
>> white :)
>>
>> Cheers Dre
>
> if you are using just reflection with no light and no radiosity, it will
> come
> out black. Plastic reflection ('metallic off') does not colour the
> reflection.
> The surface colour of the base object will come from diffuse interaction
> with
> light sources, so if you don't have any, you can expect the object colour
> to
> show up black (no light = no diffuse interaction), reflection of the
> background
> alone won't colour it.
>
> -tgq
>
>
Thanks again for the info. I've since used a light group to get around
this, the lights just for the coloured items, that way the metal items dont
look too washed out.
Texturing has allways been a severe weak point in my poving over the years,
hopefully one day I'll get the hang of it!
Cheers Dre
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