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Fish with spatch,
ground with worldmachine.
Good week end.
Chaps.
Post a reply to this message
Attachments:
Download 'fish2.jpg' (102 KB)
Preview of image 'fish2.jpg'
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Very nice iridescent fish skin, but the fins look too much like plastic.
Great job, overall!
--
-David
"chaps" <cha### [at] yahoocom> wrote in message
news:3d9dd888@news.povray.org...
> Fish with spatch,
> ground with worldmachine.
>
> Good week end.
>
> Chaps.
Post a reply to this message
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I don't think the water surface should be reflecting, since this is an
uner-water image. It's only reflective when you're looking at it from
somewhere where there's air.
> Good week end.
Thanks!
/ martin
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"Martin Magnusson" <lov### [at] frustratedhousewiveszzncom> wrote in message
news:3DA### [at] frustratedhousewiveszzncom...
> I don't think the water surface should be reflecting, since this is an
> uner-water image. It's only reflective when you're looking at it from
> somewhere where there's air.
You haven't been underwater much, have you?
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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Sir Charles W. Shults III wrote:
> "Martin Magnusson" <lov### [at] frustratedhousewiveszzncom> wrote:
>>I don't think the water surface should be reflecting, since this is an
>>uner-water image. It's only reflective when you're looking at it from
>>somewhere where there's air.
> You haven't been underwater much, have you?
Sounds like the 'shadows on the moon aren't lit by radiosity' thing...
why does light require air to reflect in? It doesn't...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----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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Dave,
I don't understand why you are so severe about my hightly sophisticated fin
texture:
#declare TFinF = texture{
pigment{ rgbt <0.9,0.5,0.0,0.3> }
} :o)
So you are right, I was moving to create a jellyfish model, I should work
first to finis these fins.
For the Fish body, i'm using warp:
#declare TBodyF = texture{
pigment {
gradient x
color_map {
[0.0 color BrightGold ]
[0.2 color BrightGold ]
[0.5 color Bronze ]
[0.5 color Black ]
[0.51 color Black ]
[0.51 color Bronze ]
[1.0 color NeonPink ]
}
scale 2.2
translate -1.2*x
turbulence 0.05
}
finish {
ambient 0.1 // ambient surface reflection color
[0.1]
diffuse 0.4 // amount [0.6]
brilliance 1.0 // tightness of diffuse illumination
[1.0]
reflection {
0.5 // reflection amount (maximum for
variable reflection)
metallic 0.9 // tint reflection in surface color
}
conserve_energy // more realistic
}
normal {
wood 0.3
scale 0.05
warp {
repeat x*0.05 // repeat direction
}
warp {
repeat y*0.05 // repeat direction
offset x*0.025
}
}
}
Bye,
Chaps.
"Dave Blandston" <gra### [at] earthlinknet> wrote in message
news:3d9e98c3@news.povray.org...
> Very nice iridescent fish skin, but the fins look too much like plastic.
> Great job, overall!
> --
> -David
>
> "chaps" <cha### [at] yahoocom> wrote in message
> news:3d9dd888@news.povray.org...
> > Fish with spatch,
> > ground with worldmachine.
> >
> > Good week end.
> >
> > Chaps.
>
>
>
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"chaps" <cha### [at] yahoocom> wrote in news:3da15e70@news.povray.org:
> For the Fish body, i'm using warp:
many thanks for the publication . very very beautiful.
Petra
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In article <3DA### [at] frustratedhousewiveszzncom>,
Martin Magnusson <lov### [at] frustratedhousewiveszzncom> wrote:
> I don't think the water surface should be reflecting, since this is an
> uner-water image. It's only reflective when you're looking at it from
> somewhere where there's air.
Ugh...very, very wrong. What gave you that idea?
It will be more and more reflective the closer the angle of incidence
comes to 0, past some point it will be perfectly reflective from total
internal reflection. Assuming perfectly still water, there will be a
circular area that you can see through. Look at some underwater
photos...this image is pretty accurate.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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