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"Patrick Dugan" <pat### [at] usnetcomcorpcom> wrote in message
news:3e1de5ec@news.povray.org...
>
> I need someone with expertise in making "scattered textures." I am trying
> to make skateboards wheels.
> I want the texture to be like milk.
It's all trial and error for me. I wasn't completely successful but I gave
your wheel media a try. I think the predominent thing needed was more
samples. Unless you use double digits or more there's going to be oddities
encountered, such as strange shadows and other inconsistencies. I added
density, as well as absorption, so those could be controlled instead of
leaving it up to a default. It's never easy to get the exact result you
want. So... here's what I ended up with:
camera {
location <0.0, 2.0, -5.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1>*0.8 // light's color
translate <-5, 30, -10>
}
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere {
pigment {
gradient y
color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] }
}
}
#declare MediaTrans =
material{
texture {
pigment {
rgbf 1
}
finish {
ambient 0
diffuse 1
specular 0.75
roughness 0.001
reflection {
0.025, 0.125 // it's shiney so why not reflect a little?
}
}
}
interior {
ior 1.42 // was like water before... I just gave this a try instead
media {
method 3
//intervals 10 // not really needed for type 3 media
samples 75, 150 much more here, could be less perhaps
// confidence 0.9
// variance 1.0/128
// ratio 0.9
scattering {4, // type 4 seems to work well for solid things, imho
rgb 2.5 // being 80 might have caused trouble
(?)
extinction 0.75 // if this is low media seems
to lose solidness
}
density {
rgb 25 // increase solidness (?)
}
absorption 0.25
}
}
}
#declare Metal =
material {
texture {
pigment {
rgb 0.5
}
finish {
ambient 0.5 // wanted it visible while checking media
diffuse 0.5
reflection {
0.25, 0.5
}
}
}
}
union {
torus {
1, 0.5
material {
MediaTrans
}
hollow
}
torus {
0.3, 0.3
material {
Metal
}
}
rotate <90,45,0>
}
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