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Well, let's somewhat better... (Although there's still no glassware.) It
seems just putting something *under* the water made all the difference.
(It's Stone8 from stones.inc. Unfortunately, it appears to have a
nonzero ambient setting. *sigh* So I will have to use some other texture
for the final render...)
Post a reply to this message
Attachments:
Download 'glassware03-final.jpg' (121 KB)
Preview of image 'glassware03-final.jpg'
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Orchid XP v3 wrote:
> Well, let's somewhat better... (Although there's still no glassware.) It
> seems just putting something *under* the water made all the difference.
>
You're getting there.
The color of water is determined by what's underneath it because water by
itself is colorless. Have a look at a swimmingpool :)
> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
> nonzero ambient setting. *sigh* So I will have to use some other texture
> for the final render...)
I have removed ALL ambient settings from all predefined textures. that way I
can control everything in the main file without having to worry about
textures being too bright.
--
Ger
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452d4f41@news.povray.org...
> Well, let's somewhat better... (Although there's still no glassware.) It
> seems just putting something *under* the water made all the difference.
>
> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
> nonzero ambient setting. *sigh* So I will have to use some other texture
> for the final render...)
>
That's better indeed :)
For the Stone8, why don't you copy and paste it in your pov scen so you can
change the finish settings?
And what is this strange square on the left?
Marc
Post a reply to this message
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>> Well, let's somewhat better... (Although there's still no glassware.) It
>> seems just putting something *under* the water made all the difference.
>>
>> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
>> nonzero ambient setting. *sigh* So I will have to use some other texture
>> for the final render...)
>>
> That's better indeed :)
> For the Stone8, why don't you copy and paste it in your pov scen so you can
> change the finish settings?
Because, being a predefined texture, the parts that make it up are
actually declared in 12 seperate places and then gradually merged
together... heh.
By the way, forgot to mention... 9 hours + 50 minutes render time.
(Can't wait to do the radiosity version!)
> And what is this strange square on the left?
If anybody can figure out what the hell that actually is, LET ME KNOW! >_<
I theorise it's something to do with the edge of my isosurface. The
water around the stone block is an isosurface, but the infinite stretch
of water in the background is a flat plane. That square is roughly on
the seam between the two...
Weirdly, I changed the ground texture and the square vanished. Go figure!
Post a reply to this message
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452d5c31$1@news.povray.org...
> Because, being a predefined texture, the parts that make it up are
> actually declared in 12 seperate places and then gradually merged
> together... heh.
Oh sorry I forgot that, I didn't use predefined textures for a long time,
and now I remember that is one of the reasons :)
>
> By the way, forgot to mention... 9 hours + 50 minutes render time.
> (Can't wait to do the radiosity version!)
For the moment your scene does not need radiosity does it?
>
> > And what is this strange square on the left?
>
> If anybody can figure out what the hell that actually is, LET ME KNOW! >_<
Arthur Dent's towel?
>
> I theorise it's something to do with the edge of my isosurface. The
> water around the stone block is an isosurface, but the infinite stretch
> of water in the background is a flat plane. That square is roughly on
> the seam between the two...
Strange
>
> Weirdly, I changed the ground texture and the square vanished. Go figure!
Strange again
Marc
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On Wed, 11 Oct 2006 22:08:32 +0100 Orchid XP v3 wrote:
> Well, let's somewhat better... (Although there's still no glassware.) It
> seems just putting something *under* the water made all the difference.
>
> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
> nonzero ambient setting. *sigh* So I will have to use some other texture
> for the final render...)
looks nice.
in my eyes water is too clean. maybe you try to add wrinkles on surface.
second suggestion: when I let fallen an cube into water I do not see one
concentric circle, I see four running away from every side of my cube.
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"Orchid XP v3" <voi### [at] devnull> wrote in message
news:452d4f41@news.povray.org...
> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
> nonzero ambient setting. *sigh* So I will have to use some other texture
> for the final render...)
texture {
T_Stone8
finish {ambient 0.005}
}
I do that every time I use one of the stone textures, or they end up glowing
too much.
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Ger <No.### [at] ThankYou> wrote:
> The color of water is determined by what's underneath it because water by
> itself is colorless. Have a look at a swimmingpool :)
Swimming pools are tricky to judge. Every one i've ever seen is *painted*
baby boy blue.
Water is colorless at the shallow depth that Orchid is rendering. However,
water absorbs light differentially by wavelength. Red is the first to go,
and green fades as you go deeper. If your body of water is deep enough, it
will show blue all by itself. (Otherwise, the oceans would be the color of
basalt and diatomaceous earth.)
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It's a bit brute force but you can always do:
global_settings { ambient_light 0 }
Looking much better BTW. I suggest make the ripples smaller but nice work on
the materials :)
--
Tek
http://evilsuperbrain.com
"Orchid XP v3" <voi### [at] devnull> wrote in message
news:452d4f41@news.povray.org...
> Well, let's somewhat better... (Although there's still no glassware.) It
> seems just putting something *under* the water made all the difference.
>
> (It's Stone8 from stones.inc. Unfortunately, it appears to have a
> nonzero ambient setting. *sigh* So I will have to use some other texture
> for the final render...)
>
Post a reply to this message
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> It's a bit brute force but you can always do:
> global_settings { ambient_light 0 }
Before using that, make sure you don't want to see the sun. If you do, the
global ambient_light of 0 will make the sun (and reflections of it)
disappear.
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