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Hi again,
Here's my enhanced phono plugs; probably the final version.. The plastic is
improved.. I added radiosity.. I think it will be overkill to strive for
greater realism, as render time just gets higher and higher.. :o/ Comments?
The metal could still shine better, with a better enviroment.. Currently
there is only the ground, and a sky_sphere with a grey gradient that points
toward the light_source.
Anyone wants the plug code?
Regards,
Hugo
Post a reply to this message
Attachments:
Download 'Phono_plug.jpg' (44 KB)
Preview of image 'Phono_plug.jpg'
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Hugo wrote:
> Hi again,
>
> Here's my enhanced phono plugs; probably the final version.. The plastic is
> improved.. I added radiosity.. I think it will be overkill to strive for
> greater realism, as render time just gets higher and higher.. :o/ Comments?
>
> The metal could still shine better, with a better enviroment.. Currently
> there is only the ground, and a sky_sphere with a grey gradient that points
> toward the light_source.
>
> Anyone wants the plug code?
>
> Regards,
> Hugo
>
>
>
How much did you pay for them?
Looks great, but you're right would look better with reflected
environment on the metal.
And now to the complicated things -> the cables :-)
Post a reply to this message
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Some of these plugs use a gold coating on the metal to improve connectivity,
and have splits (2 or 4) in the outer metal cylinder to allow improve
tension (and connectivity). Four-slot gold-plated plugs are the most common
in my neighbourhood.
Nice picture.
"Hugo" <hua### [at] post3teledk> wrote in message
news:3c66a026@news.povray.org...
> Hi again,
>
> Here's my enhanced phono plugs; probably the final version.. The plastic
is
> improved.. I added radiosity.. I think it will be overkill to strive for
> greater realism, as render time just gets higher and higher.. :o/
Comments?
>
> The metal could still shine better, with a better enviroment.. Currently
> there is only the ground, and a sky_sphere with a grey gradient that
points
> toward the light_source.
>
> Anyone wants the plug code?
>
> Regards,
> Hugo
>
>
>
Post a reply to this message
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> Some of these plugs use a gold coating on the metal to improve
connectivity,
> and have splits (2 or 4) in the outer metal cylinder to allow improve
> tension (and connectivity).
The "shield" is often important, but apart from that ... in most cases I
can't hear any difference, and I have trained ears.. I also can't measure
any difference in my sound editing software.
> How much did you pay for them?
These are cheap, you know, those kinds are always in the package when you
buy something like ... a soundcard, a VHS recorder, a radio... But they're
not bad.
I have many kinds of plugs, but the expensive ones I'll only use with
speakers cords, or very long cords.
Hugo
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: And now to the complicated things -> the cables :-)
It's quiet easy with a spheresweep object, isn't it ?
Pierrick
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>> And now to the complicated things -> the cables :-)
> It's quiet easy with a spheresweep object, isn't it ?
I think he meant the realistic bendings will be complicated. I would use
cylinders rather than spheresweeps because they render *much* quicker.
Hugo
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Hugo <hua### [at] post3teledk> wrote in message news:3c66a026@news.povray.org...
> Anyone wants the plug code?
The modeling is excellent by itself, but that is the best PoV plastic I have
seen yet. Any chance you'll post the material?
-Shay
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I really like it!
And i'm interested in the code too ;-)
best wishes,
Robert
Hugo wrote:
> Hi again,
>
> Here's my enhanced phono plugs; probably the final version.. The plastic is
> improved.. I added radiosity.. I think it will be overkill to strive for
> greater realism, as render time just gets higher and higher.. :o/ Comments?
>
> The metal could still shine better, with a better enviroment.. Currently
> there is only the ground, and a sky_sphere with a grey gradient that points
> toward the light_source.
>
> Anyone wants the plug code?
>
> Regards,
> Hugo
>
>
>
> Phono_plug.jpg
>
> Content-Type:
>
> image/jpeg
> Content-Encoding:
>
> x-uuencode
>
>
Post a reply to this message
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> I really like it!
> And i'm interested in the code too ;-)
Thanks! :o) I just posted the full code in p.b.s-f
Shay: You asked for the material.. It's included in the code, but please
note the pigment only fits this particular model because it simulates a
(very) subtle dirt and adds an extra kind of "roundness" ...
Apart from that: All edges on the model are rounded, as this resembles real
plastic.. One might think such details won't be visible at a distance, with
the use of anti alias.. But it is! Round edges create subtle specular
highlights.. This helps to see the shape at a distance, and improves the
look..
I still think the plastic could be fine-tuned even more, and would benefit
from blurred reflection..
Regards,
Hugo
Post a reply to this message
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Impressive textures and roundness such that they stuck out right from the
start i will look into the code asap... =] Interesting quilted background...
cant wait to see all the details... =]
Hugo wrote:
> > I really like it!
> > And i'm interested in the code too ;-)
>
> Thanks! :o) I just posted the full code in p.b.s-f
>
> Shay: You asked for the material.. It's included in the code, but please
> note the pigment only fits this particular model because it simulates a
> (very) subtle dirt and adds an extra kind of "roundness" ...
>
> Apart from that: All edges on the model are rounded, as this resembles real
> plastic.. One might think such details won't be visible at a distance, with
> the use of anti alias.. But it is! Round edges create subtle specular
> highlights.. This helps to see the shape at a distance, and improves the
> look..
>
> I still think the plastic could be fine-tuned even more, and would benefit
> from blurred reflection..
>
> Regards,
> Hugo
Post a reply to this message
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