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> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 27-9-2017 9:46, Thomas de Groot wrote:
>>> On 27-9-2017 9:45, Thomas de Groot wrote:
>>>> On 26-9-2017 9:11, Thomas de Groot wrote:
>>>>> ..and to support my case: I have been doing some little sculpture in
>>>>> between.
>>>>>
>>>>
>>>> ... and here is the latest version; using the Norbert Kern / James
>>>> Holsenback brass texture for the clothing.
>>>>
>>>
>>> Well, should have attached the image :-)
>>>
>>
>> ... of course, this texture demands a light probe ;-)
>>
>> --
>> Thomas
>
> Hi, it looks like a good basis, but reflections appear slightly too strong/
> crisp/ homogenous:
>
> Here are three workarounds maybe some already used:
> *roughness in uberpov reflection block
> *use conserve_energy / albedo + fresnel in reflection block with an explicit ior
fresnel and metallic reflection are not compatible in the same
reflection block. You need to layer the fresnel reflection, with a
totally transparent pigment of course, over the metallic one.
Also, that won't work if you use any kind of patterned texture.
> *use the proximity pattern as a texture map for the "finish map" trick
> (http://www.povray.org/documentation/view/3.6.2/82/) to modulate reflections and
> make less of them where metal is corroded/oxidized
>
>
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