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As I said, this is my first head modelling. Pretty good for a novice, isn't
it?
Cheers,
--
Jonathan
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Download 'dux.jpg' (84 KB)
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Nice.. good nose. I like the texture too. Could you post the source
for that?
sig
--
ICQ 74734588
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"Sigmund Kyrre Aas wrote
> Nice.. good nose. I like the texture too. Could you post the source
> for that?
>
> sig
Like that texture ... looks cast. Nice model too ... esp for a first.
--
Y
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"Sigmund Kyrre Aas" <as### [at] stud ntnu no> ha scritto nel messaggio
news:82btnt861hc03s3j0jlfnu5r43s6porghd@4ax.com...
> Nice.. good nose. I like the texture too. Could you post the source
> for that?
The texture for the skin is T_Chrome_2D from my personal new_metals.inc, a
heavy modified version of the standard metals.inc. Anyway here's the source:
#declare P_Chrome2 = color rgb <0.39, 0.41,
0.43>/vlength(<0.39,0.41,0.43>)*sqrt(3*0.8);
#declare F_MetalD =
finish {
ambient 0.0
brilliance 5
diffuse 0.3
metallic
specular 1.2
roughness 0.015
}
#declare T_Chrome_2D = texture { pigment { P_Chrome2 } finish { F_MetalD
reflection 0.7*P_Chrome2} }
Then I added a simple normal to get the *skin effect*...
#declare T_Skin = texture {T_Chrome_2D normal { granite -0.3 scale 0.1
cubic_wave }}
Note that the negative bumpiness is needed if you want to get that very
effect.
Regards,
--
Jonathan
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> The texture for the skin is T_Chrome_2D from my personal new_metals.inc, a
> heavy modified version of the standard metals.inc. Anyway here's the source:
> Regards,
> --
> Jonathan
>
I thank you sir . . . will go put it on something right now.
Also the first entry into my JBGMetals.inc . . . ;)
Any others you are willing to share will go there too.
Thanks . . .
--
Y
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> #declare P_Chrome2 = color rgb <0.39, 0.41,
0.43>/vlength(<0.39,0.41,0.43>)*sqrt(3*0.8);
> --
> Jonathan
I'm confused about /vlength(<0.39,0.41,0.43>)*sqrt(3*0.8);
and what you are using it to accomplish. I understand you are
altering the rgb but I don't know why you are using vlength to
do it.
Wouldn't this be like color rgb <0.645,0.645,0.645>
Just curious . . . and wondering what I'm missing.
--
Y
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I began modifying the finish definitions of the standard metals.inc. The
pigment were right to me, but they looked really too dark with the new
finishes. So I normalized every color vector ( < r, g, b > / vlength (< r,
g, b > ) ) and then I multiplied it by sqrt(3) in order to get every color
vector as bright as <1,1,1> ( if a normalized vector is one unit long and
you multiply it by sqrt (3) you have a color vector as long (i.e. bright) as
<1,1,1> since vlength (<1,1,1>) = sqrt ( 1^2 + 1^2 + 1^2) = sqrt (3)). Then
I lowered each value to get the right brightness. Here follow some (badly
compressed :-\ ) examples. As an aside, if you want the whole .inc file
just ask.
Cheers,
--
Jonathan.
Post a reply to this message
Attachments:
Download 'brasses.jpg' (74 KB)
Download 'chromes.jpg' (69 KB)
Download 'coppers.jpg' (70 KB)
Download 'golds.jpg' (75 KB)
Download 'silvers.jpg' (72 KB)
Preview of image 'brasses.jpg'
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> I began modifying the finish definitions of the standard metals.inc. The
> pigment were right to me, but they looked really too dark with the new
> finishes. So I normalized every color vector ( < r, g, b > / vlength (< r,
> g, b > ) ) and then I multiplied it by sqrt(3) in order to get every color
> vector as bright as <1,1,1> ( if a normalized vector is one unit long and
> you multiply it by sqrt (3) you have a color vector as long (i.e. bright) as
> <1,1,1> since vlength (<1,1,1>) = sqrt ( 1^2 + 1^2 + 1^2) = sqrt (3)). Then
> I lowered each value to get the right brightness. Here follow some (badly
> compressed :-\ ) examples. As an aside, if you want the whole .inc file
> just ask.
> Cheers,
>
> --
> Jonathan.
>
OK ... I just don't see the difference in doing that and simply
multipling <r,g,b> by some factor greater than one to increase
brightness. I guess your method makes it more consistant . . . as
you begin with <1,1,1> regardless of the pigment shade and the
value you use - sqrt(3*x) - gives the relative brightness.
If you will share your inc file, perhaps I'll be able to see what
you are doing by comparing a few of them and working with them
until I can "see" it ;)
Nice example scene . . .
Thanks . . .
--
Y
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Fantastic! I have saved the sample images, and if you could post the source
for your include file I will start using it in all my projects. Thanks.
"JRG" <jrg### [at] hotmail com> wrote in message
news:3b80d15f@news.povray.org...
> I began modifying the finish definitions of the standard metals.inc. The
> pigment were right to me, but they looked really too dark with the new
> finishes. So I normalized every color vector ( < r, g, b > / vlength (< r,
> g, b > ) ) and then I multiplied it by sqrt(3) in order to get every color
> vector as bright as <1,1,1> ( if a normalized vector is one unit long and
> you multiply it by sqrt (3) you have a color vector as long (i.e. bright)
as
> <1,1,1> since vlength (<1,1,1>) = sqrt ( 1^2 + 1^2 + 1^2) = sqrt (3)).
Then
> I lowered each value to get the right brightness. Here follow some (badly
> compressed :-\ ) examples. As an aside, if you want the whole .inc file
> just ask.
> Cheers,
>
> --
> Jonathan.
>
>
>
>
>
>
>
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Hi Spock,
I tried to send you the file by mail, but recieved a 'delivery status
notification (failure)'. Maybe your address is not correct... :-\
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