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On 12-8-2014 0:27, Patrick Elliott wrote:
> Hmm. Yeah, can see that. I would, based on the original, if the goal
> "was" to match it, "A good start". But, yeah, the one obvious thing
> missing is the "hanging" bits, where its still peeling, for one. Your
> version, I suppose, looks more like what someone might get is being real
> careful about scraping those bits off, to leave a smooth surface. I was
> right about the greater variations of discoloration though. ;)
Ah! the hanging bits! That was my first concern (and my last). At
present, I see no elegant way out of that issue. I tried to write a
simulation macro but the results were horrible. Just as for peeling wall
paper, I am afraid that needs to be modelled separately :-(
Discolouration is another brain cracker. I use a texture_map but
obviously that is not the same at all.
>
> For me, frankly, it would be. A lot of the stuff I do right now (and
> there just isn't a lot of practical ways to help it with POVRay) is for
> Second Life, when I do any at all. And, I seriously hate the lack of
> realism in so much of the stuff on there, especially when contrasted
> with stuff that "is" being done with high realism. :p
>
That explains your comments :-)
Thomas
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