POV-Ray : Newsgroups : povray.binaries.images : Material Test Server Time
19 Nov 2024 00:40:08 EST (-0500)
  Material Test (Message 1 to 8 of 8)  
From: Kevin Loney
Subject: Material Test
Date: 13 Feb 2002 23:12:23
Message: <3c6b3927@news.povray.org>
Just trying to get a remotly realistic wood and water texture. I plan on
adding some ripples to the bottom of the post where it touches the water.

comments? suggestions?

--
Kevin
http://www.geocities.com/qsquared_1999/


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From: Timothy R  Cook
Subject: Re: Material Test
Date: 14 Feb 2002 01:03:48
Message: <3C6B533F.FBF6F9FB@scifi-fantasy.com>
Kevin Loney wrote:
> comments? suggestions?

The wood would be greyer for being that weathered.

-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: marabou
Subject: Re: Material Test
Date: 14 Feb 2002 06:26:26
Message: <3c6b9ee2@news.povray.org>
the water looks like as if it is a little bit frozen. the shape of the wood 
lokks very plastic but the fibres could get more irregular.


Kevin Loney wrote:

> Just trying to get a remotly realistic wood and water texture. I plan on
> adding some ripples to the bottom of the post where it touches the water.
> 
> comments? suggestions?
> 

-- 
mails arrive without the i's in domainname.


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From: Hugo
Subject: Re: Material Test
Date: 14 Feb 2002 07:10:19
Message: <3c6ba92b$1@news.povray.org>
Have you tried Christoph Hormann's realistic sine-water?
You can find it on his homepage directly at:

http://www.schunter.etc.tu-bs.de/~chris/pov/water/index.html


Regards,
Hugo


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From: Hugo
Subject: Re: Material Test
Date: 14 Feb 2002 07:13:06
Message: <3c6ba9d2$1@news.povray.org>
> Have you tried Christoph Hormann's realistic sine-water?
> You can find it on his homepage directly at:

OH I'm sorry! This is not the sine-water! This is another of Chris's
attempts at realistic water... For his excellent and more recent sine-water
that animates well and looks better .... well, please browse these
newsgroups....

Regards,
Hugo


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From: Christoph Hormann
Subject: Re: Material Test
Date: 14 Feb 2002 08:20:39
Message: <3C6BB9A2.780C3957@gmx.de>
Hugo wrote:
> 
> > Have you tried Christoph Hormann's realistic sine-water?
> > You can find it on his homepage directly at:
> 
> OH I'm sorry! This is not the sine-water! This is another of Chris's
> attempts at realistic water... For his excellent and more recent sine-water
> that animates well and looks better .... well, please browse these
> newsgroups....
> 

Or see:

http://www-public.tu-bs.de:8080/~y0013390/pov/water/water_inc.html

But it isn't very good for a cylindrical water pot like this.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 06 Feb. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: Material Test
Date: 14 Feb 2002 08:21:00
Message: <3C6BB9BC.76108E2B@gmx.de>
Kevin Loney wrote:
> 
> Just trying to get a remotly realistic wood and water texture. I plan on
> adding some ripples to the bottom of the post where it touches the water.
> 
> comments? suggestions?
> 

Some closer look at the wood would be interesting.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 06 Feb. 2002 _____./\/^>_*_<^\/\.______


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From: Christopher James Huff
Subject: Re: Material Test
Date: 14 Feb 2002 12:11:46
Message: <chrishuff-7031BA.12112714022002@netplex.aussie.org>
In article <3c6b3927@news.povray.org>, "Kevin Loney" <klo### [at] pt2mcom> 
wrote:

> Just trying to get a remotly realistic wood and water texture. I plan on
> adding some ripples to the bottom of the post where it touches the water.
> 
> comments? suggestions?

For the water: use a completely transparent texture (rgbf 1), and let 
absorbing media (or fade_color) and reflections do the coloration...this 
is the technique I use for nearly any transparent colored material.
Probably most important: use fresnel variable reflection. Don't forget 
the ior, of course, you will find some useful iors in consts.inc. There 
are many possible ways to do the actual ripples, a simple isosurface 
will be most realistic but relatively slow, or you could use a cylinder 
with a normal, or a height field clipped with a cylinder.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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