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ssooOO? What to do next? I'd like to try subsurface scattering - it's
typical for plastic (especially soft)... The balls are actually
icosahedrons, surface-displaced outside POV-Ray and imported as mesh2.
Regards,
Hugo
Post a reply to this message
Attachments:
Download 'Plastic_Balls.jpg' (81 KB)
Preview of image 'Plastic_Balls.jpg'
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Very nice :)
Would you mind posting the code you used for the plastic
material?
Aaron
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> Would you mind posting the code you used for the plastic
> material?
Sure I could post the material but it's nothing special. The settings are
all default, except brilliance was increased, ambient turned off, and
variable reflection was used.
But I've been thinking about setting up a tutorial for POV-Ray users about
various aspects of lighting, since this is the key to great images. There
are a number of variables that interact with each other. The approch that I
use still isn't very common. Many "modern" POV-Ray users seem to have
problems with realistic lighting and maybe a tutorial would help. It's my
favourite subject these days, anyway.
Also modelling plays a role in this, of course. It's typical for plastic to
have rounded edges everywhere, like they melted in an oven.
Regards,
Hugo
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Hugo Asm wrote:
> use still isn't very common. Many "modern" POV-Ray users seem to have
> problems with realistic lighting and maybe a tutorial would help.
Yes it would.
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"Hugo Asm" <hua### [at] post3teledk> wrote in message
news:3fe1787c@news.povray.org...
Nice looking, and you had to know that this was coming:
Got a wireframe?
-Shay
Post a reply to this message
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> But I've been thinking about setting up a tutorial for POV-Ray users about
various aspects of lighting ...
Yes, PLEASE!
D.
"Hugo Asm" <hua### [at] post3teledk> wrote in message
news:3fe1cbcc@news.povray.org...
> > Would you mind posting the code you used for the plastic
> > material?
>
> Sure I could post the material but it's nothing special. The settings are
> all default, except brilliance was increased, ambient turned off, and
> variable reflection was used.
>
since this is the key to great images. There
> are a number of variables that interact with each other. The approch that
I
> use still isn't very common. Many "modern" POV-Ray users seem to have
> problems with realistic lighting and maybe a tutorial would help. It's my
> favourite subject these days, anyway.
>
> Also modelling plays a role in this, of course. It's typical for plastic
to
> have rounded edges everywhere, like they melted in an oven.
>
> Regards,
> Hugo
>
>
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> Sure I could post the material but it's nothing special. The settings are
> all default, except brilliance was increased, ambient turned off, and
> variable reflection was used.
Well, my attempts to do something similar have come out
poorly. That is why I asked. :)
Aaron
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> Well, my attempts to do something similar have come out
> poorly. That is why I asked. :)
I'll be glad to help.
I think a tutorial will be the best way.
Maybe before next year! :o)
Regards,
Hugo
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> Nice looking, and you had to know that this was coming:
>
> Got a wireframe?
Hehe, of course. I used some triangle decimation but it's still a very dense
mesh. The wireframe is ready - filesize is about 500kb via email. Can I send
it to you directly?
Regards,
Hugo
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"Hugo Asm" <hua### [at] post3teledk> wrote in message
news:3fe31e8f$1@news.povray.org...
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| Hehe, of course. I used some triangle decimation but it's still a very
| dense mesh. The wireframe is ready - filesize is about 500kb via
email.
| Can I send it to you directly?
Absolutely. Send it to shay@=>nospam<=simcoparts.com
I coded a Pov version last night. I'm running a couple of tests here at
work to find a good looking function to use. Testing is a bit slow due
to the parse times. I might wait until I get home to post an image.
-Shay
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