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as i wanted to create a wall i recognized that i have done this
before. so i took the code i made yet and put it in my new test
scene.
i was surprised that the result now looks much different then before.
new one casts shadows like in old scenes. but now it looks more
blurred and washed. my aim was to create robust stones with tight
edges.
pics attached: dark pic is new one, more lighten pic is old one (aim).
may anybody help or give hints?
thanks in advance.
algorithm used for one stone was:
//----------------------------->>>stone
superellipsoid {
<0.1,0.1>
scale <scale_x-0.001,stein_ho/2-0.001,stein_ti/2>
pigment {
#local schiebung = rand(zahl)*0.03;
color <0.82+schiebung,0.81+schiebung,0.79+schiebung>
}
normal{
granite
warp{turbulence rand(zahl)/4}
rotate rand(zahl)*100
}
//-----------------------------<<<stone
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Attachments:
Download 'flecken02.jpg' (5 KB)
Download 'flecken.jpg' (14 KB)
Preview of image 'flecken02.jpg'
Preview of image 'flecken.jpg'
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marabou wrote:
> may anybody help or give hints?
>
> thanks in advance.
>
<snip>
> normal{
> granite
> warp{turbulence rand(zahl)/4}
> rotate rand(zahl)*100
> }
> //-----------------------------<<<stone
Marabou, to achieve sharper edges for the surface normal, try decreasing
the normal's accuracy. The default is .02, so lower it to .001 and see
how it works.
-Samuel Benge
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> i was surprised that the result now looks much different then before.
> new one casts shadows like in old scenes. but now it looks more
> blurred and washed. my aim was to create robust stones with tight
> edges.
Are you using different lightsources, ambient lighting, how about
assumed_gamma in global_settings? These may all be a factor. Then, is the
former code from an earlier POV-Ray, e.g. 3.5? The Noise-Generators and some
other stuff got changed from 3.5 to 3.6, so some textures will look
different.
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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Samuel Benge wrote:
> Marabou, to achieve sharper edges for the surface normal, try
> decreasing the normal's accuracy. The default is .02, so lower it to
> .001 and see how it works.
>
hit hit hit! that was i have been searching for!
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Tim Nikias v2.0 wrote:
> Are you using different lightsources, ambient lighting, how about
> assumed_gamma in global_settings? These may all be a factor. Then,
> is the former code from an earlier POV-Ray, e.g. 3.5? The
> Noise-Generators and some other stuff got changed from 3.5 to 3.6,
> so some textures will look different.
>
i still use 3.5. but i will remind later.
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