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Thanks for the suggestions. I'm not that experienced with POV though so I'm
not sure exactly how to implement your ideas. The materials always seem to
be one of my biggest problems. I obviously need some tutoring in making
good materials. How would I "average in a wrinkles pigment" on the label.
It is just an image texture:
texture
{
uv_mapping pigment
{
image_map
{
gif "eldwine9.gif"
interpolate 2
}
scale <-0.18,0.35,0.2>
rotate <0.0, -47.0, 0.0>
translate <0.0,80.0, 0.0>
}
finish
{
ambient 0.0
diffuse 0.9
specular 0.2
roughness 0.2
}
}
Even more mysterious to me is the "subsurface scattering" that both you and
Tek suggest. Here is the outside surface of the cheese, the 'sliced'
surfaces and bubbles are the same but without the normal. How would I put
in subsurface scattering?
texture {
pigment {
color cheese_color
}
finish{
ambient 0.2
diffuse 0.7
specular 0.15
roughness 0.1
}
normal{
agate 0.01
scale <10,10,10>
}
}
Thanks.
"Dan P" <dan### [at] yahoocom> wrote in message
news:40415ad8$1@news.povray.org...
> "Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
> news:40414e0f@news.povray.org...
> > I haven't POVed for about 8 months and just picked it up again. Close
to
> a
> > year ago I posted an earlier version of this image. I did more work on
it
> > and then left it alone for several months. The cheese got me frustrated
> > because I couldn't come up with something that looked satisfactory to
me.
> > Also the picture is far to 'sterile' looking, but I'm not sure how to
make
> > things look dirty or worn. For example I'd like to have some cheese
> > residue on the knife, but haven't a clue how to accomplish that. I'd
> > appreciate any suggestions. Thanks.
>
> Hello General Tzu! :-)
>
> This image rocks. I found it easiest to make things look dirty (for
example,
> the label on the bottle) by averaging in a "wrinkles" pigment at a low
> weight. Also, if you change the lighting -- perhaps even add some
> atmospheric media -- it will look less sterile too. The trick is, just
about
> everything is sterile looking when clean, it is the /environment/ that
> affects how real things look.
>
> Oh, and the cheeze would be a great candidate for subsurface scattering
too.
> Lots of interior and media statements make things look really cool :-)
>
>
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