POV-Ray : Newsgroups : povray.binaries.images : WIP - Razor Blade (inspired by Occam and Wood Screws) Server Time
16 Nov 2024 10:30:35 EST (-0500)
  WIP - Razor Blade (inspired by Occam and Wood Screws) (Message 1 to 3 of 3)  
From: Rick Measham
Subject: WIP - Razor Blade (inspired by Occam and Wood Screws)
Date: 28 May 2007 04:21:47
Message: <465a911b@news.povray.org>
I've just started to get back into POVray .. I need to work out how to 
get the textures right, though I'm a lot happier now than I was 2 hours ago.

I marked this WIP, but I'm not sure that it is .. I've kinda reached the 
end of my texturing knowledge.

The POV is available for anyone who wants to play: 
http://rick.measham.id.au/paste/razor.pov

The HDR image is from 
http://gl.ict.usc.edu/Data/HighResProbes/probes/ennis.hdr

I used MegaPOV to render it (so as to get the hdr :))

Cheers!
Rick Measham


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Attachments:
Download 'razor.png' (298 KB)

Preview of image 'razor.png'
razor.png


 

From: alphaQuad
Subject: Re: WIP - Razor Blade (inspired by Occam and Wood Screws)
Date: 29 May 2007 05:40:01
Message: <web.465bf4a0631d7e3f84d08eae0@news.povray.org>
Rick Measham <ric### [at] diespammerdieisitenetau> wrote:
> I've just started to get back into POVray .. I need to work out how to
> get the textures right, though I'm a lot happier now than I was 2 hours ago.
>
> I marked this WIP, but I'm not sure that it is .. I've kinda reached the
> end of my texturing knowledge.
>
> The POV is available for anyone who wants to play:
> http://rick.measham.id.au/paste/razor.pov
>
> The HDR image is from
> http://gl.ict.usc.edu/Data/HighResProbes/probes/ennis.hdr
>
> I used MegaPOV to render it (so as to get the hdr :))
>
> Cheers!
> Rick Measham

Whoa didnt think such was possible but with a 54.4 meg file, suppose you
could do anything. WTH is ennis.hdr, geeze thought I was overkilling with a
2.3 meg image file.
Heinous, dude


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From: Christian Froeschlin
Subject: Re: WIP - Razor Blade (inspired by Occam and Wood Screws)
Date: 29 May 2007 09:44:50
Message: <465c2e52@news.povray.org>
> I marked this WIP, but I'm not sure that it is .. I've kinda reached the 
> end of my texturing knowledge.

I think the HDR is a bit wasted on your image. If you want to use
it for radiosity lighting, you should give the surrounding sphere
a high ambient value such as finish {ambient 1} (you still need a
normal light source to avoid splotchiness, or look for the light
dome macros by Tek or Trevor G Quayle) in p.b.s-f).

If you want to use it to improve the look of metallic textures,
you need to give them a higher value for reflection (0.07 is not
really very much), and make them smoother. Finally, the scenery
could be rearranged to show more interesting reflections.

I attached a sample render of your scene with ambient 1 for the HDR,
light + HDR rotated by 90*y, and the texture modified as follows:

#declare Chrome_Texture =
texture {
     pigment { rgb <0.658824, 0.658824, 0.658824> }
     finish {
         ambient 0.0
         diffuse 0.1
         reflection 0.6
         brilliance 2
         conserve_energy
     }
}

#declare Chrome_Metal = texture { Chrome_Texture }

#declare Brushed_Aluminum =
texture {
     Chrome_Metal
     normal {
         bumps -0.02
         scale <1, 0.005, 0.005>
     }
}

It still doesn't look convincing but it may show how to use the HDR.


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Preview of image 'razor.jpg'
razor.jpg


 

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