POV-Ray : Newsgroups : povray.newusers : Cornell-Box with Spheres of metal and glass - don't like the materials yet : Re: Cornell-Box with Spheres of metal and glass - don't like the materials yet Server Time
30 Jul 2024 18:16:25 EDT (-0400)
  Re: Cornell-Box with Spheres of metal and glass - don't like the materials yet  
From: Tom Melly
Date: 3 Nov 2003 12:01:09
Message: <3fa689d5@news.povray.org>
"qiv" <nomail@nomail> wrote in message
news:web.3fa3b6f31a0a765548a13730@news.povray.org...
> Hullo :)
>
> I am comparing PoV-Ray to YafRay using a Cornell-Box with a sphere of metal
> and one of glass inside. Please help me improve the picture for that i get
> the best out of your favourit renderer ;)
>
> I do not like the chrome yet, would rather like to have something like
> http://www.secondreality.ch/tutorials/materials/metals/metalsteel.html.
>
> You can find my image and code at
> http://www2.dgb.ch/users/k01e/klasse/philippG/pov/

Hi qiv,

ideally and IMHO it would be better to compare to Cornell-Box scenes (your pov
scene and an "ideal chrome" scene). Trying to compare such disparate scenes
makes it very hard to figure out what is different (it's like looking at your
tan in a nightclub and wondering why it's not as good as a model's tan on a
beach - for all you know it might be).

That said, the "ideal" seems to have quite a lot of phong/specular highlights,
which implies a surface with some roughness - however, just slapping some phong
on top of a reflective surface is a little unrealistic. Perhaps take a look at
http://www.students.tut.fi/~warp/povQandT/languageQandT.html#blurredreflection
for blurred reflection?

Here's my attempt to get closer to your ideal (long render time):

#declare MSPig = pigment{ color rgb <0.9, 0.8, 0.6> }
#declare MSFin = finish{
  ambient 0
  diffuse 0.5
  brilliance 10
  reflection { 0.75, 0.95  metallic 1 falloff 3}
}


// MetalSphere
sphere {
  <1/3, 1/4, 1/2.5> 1/4
  texture {
    average
    texture_map{
      #declare Count = 1;
      #declare Max = 25;
      #declare MyRand = seed(3245);
      #while(Count<Max)
        [1
          pigment{MSPig}
          finish{MSFin}
          normal{
            bumps 0.1
            translate<rand(MyRand),rand(MyRand),rand(MyRand)>*0.75
            scale 1000
          }
        ]
        #declare Count = Count + 1;
      #end
    }
  }
  photons{
    target
    reflection on
    refraction off
  }
}


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