POV-Ray : Newsgroups : povray.binaries.images : Odd highlights on texture Server Time
1 Nov 2024 14:19:26 EDT (-0400)
  Odd highlights on texture (Message 1 to 3 of 3)  
From: Sean Day
Subject: Odd highlights on texture
Date: 27 Mar 2013 12:29:48
Message: <51531e7c@news.povray.org>
Hi,

I am having more texture difficulties that I cannot workout..

The only difference with the two images below is the addition of a box 
with a glass material which is behind the other box. Somehow this is 
adding some very odd highlights to the object in the foreground.

The full source for this problem is:

#version 3.7;

global_settings {
assumed_gamma 1.0
}




// focal blur camera
camera {
   location  <0.65 , 2.5 ,-4.0>
//  location  <0.65 , 12.5 ,-14.0>
   look_at   <0.725, 2.1  0>
   right     x*image_width/image_height
   aperture 0.005           // [0...N] larger is narrower depth of field 
(blurrier)
   blur_samples 100       // number of rays per pixel for sampling
   focal_point <1.0,2.5,0.4>    // point that is in focus <X,Y,Z>
   confidence 0.95        // [0...<1] when to move on while sampling 
(smaller is less accurate)
   variance 1/2000        // [0...1] how precise to calculate (smaller 
is more accurate)
}
 


// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
   <0,0,0>             // light's position (translated below)
   color rgb <1, 1, 0.9>       // light's color
//  area_light
//  <2, 0, 0> <0, 0, 2> // lights spread out across this distance (x * z)
//  4, 4                // total number of lights in grid (4x*4z = 16 
lights)
//  adaptive 0          // 0,1,2,3...
//  jitter              // adds random softening of light
//  circular            // make the shape of the light circular
//  orient              // orient light
   translate <-6, 8, -10>   // <x y z> position of light
   // light_source { ...
   // put this inside a light_source to add light fading
}



#declare windowGlass = material{
                     texture
                     {
                     pigment {
                         gradient y
                         turbulence 0.035
                         omega 0.75
                         octaves 8
                         lambda 2.5
                         colour_map
                         {
                           [ 0.0 rgbf <0.98, 0.96, 0.94, 0.85> ]
                           [ 0.07 rgbf <0.98, 0.96, 0.94, 0.95> ]
                           [ 0.2 rgbf <1, 1, 1, 0.99> ]
                           [ 0.8 rgbf <1, 1, 1, 0.99> ]
                           [ 0.93 rgbf <0.98, 0.96, 0.94, 0.95> ]
                           [ 1.0 rgbf <0.98, 0.96, 0.94, 0.85> ]

                         }
                         scale <2, 2.5, 2>
                         translate <0, 1.425, 0>
                     }
                      finish {
     specular albedo 0.5
     roughness 0.001
     ambient 0
     diffuse albedo 0.1
     brilliance 2
     reflection {
       0.01, 0.7
       fresnel on
     }
     conserve_energy
   }
   }
   texture
                     {
                     pigment {
                         gradient x
                         turbulence 0.0375
                         omega 0.75
                         octaves 8
                         lambda 3.5
                         colour_map
                         {
                           [ 0.0 rgbf <0.98, 0.96, 0.94, 0.85> ]
                           [ 0.07 rgbf <0.98, 0.96, 0.94, 0.95> ]
                           [ 0.2 rgbf <1, 1, 1, 0.99> ]
                           [ 0.8 rgbf <1, 1, 1, 0.99> ]
                           [ 0.93 rgbf <0.98, 0.96, 0.94, 0.95> ]
                           [ 1.0 rgbf <0.98, 0.96, 0.94, 0.85> ]
                         }
                         scale <1.5, 2, 2>
                         translate <0.1, 0, 0>
                     }
                      finish {
     specular 0
     roughness 0.002
     ambient 0
     diffuse albedo 0.1
     brilliance 2
     reflection {
       0.01, 0.7
       fresnel on
     }
     conserve_energy
   }
   }
   interior {
     ior 1.5
     fade_distance 0.5
     fade_power 1001
   }
   }




/********** pulley texture 2 main texture for surrounding part ***********/

#declare pulleyTex2 = material {
texture
     {
     pigment
     {
         granite

         turbulence 0.35
         omega 0.675
         lambda 2.5
         colour_map {
             [ 0.0 color rgb <0.055, 0.02, 0.005> ]
             [ 1.0 color rgb <0.065, 0.025, 0.0075> ]

             }
             scale 0.025
     }
            // pigment{ color rgb<1.00,0.60,0.00>}
            finish { specular albedo 0.1 roughness 0.2 diffuse albedo 
0.6 brilliance 4  }
     normal {
     bozo
     scallop_wave
     scale 0.55
     turbulence 0.575
     lambda 2.5
     omega 0.75
     normal_map {
         [ 0.0 agate 0.4 scale 0.75 agate_turb 0.6 ]            // 
reduced all by 0.1
         [ 0.1 agate 0.4 scale 0.75 agate_turb 0.6 ]
         [ 0.2 wrinkles 0.31 scale 0.15 turbulence 0.6 ]
         [ 0.956 wrinkles 0.21 scale 0.15 turbulence 0.6 ]
         [ 0.975 agate 0.35 scale 0.75 agate_turb 0.6 ]
         [ 1.0 agate 0.35 scale 0.75 agate_turb 0.6 ]

     }

   }
}
texture
{
pigment {
     wrinkles
     turbulence 0.235
     omega 0.8
     lambda 2.5
     colour_map
     {
       [ 0.0 rgbt <0.1 0.045, 0.025, 0.8> ]
       [ 0.05 rgbt <0.085, 0.0375, 0.025, 0.35> ]
       [ 0.4 rgbt <0.1, 0.01625, 0.0075, 0.8> ]
       [ 0.45 rgbt <0.1, 0.02, 0.009, 0.3> ]
       [ 0.5 rgbt <0.15, 0.085, 0.0625, 0.95> ]
       [ 0.85 rgbt <0.1, 0.02625, 0.01, 0.8> ]
       [ 0.875 rgbt <0.1, 0.03125, 0.005, 0.4> ]
       [ 1.0 rgbt <0.1, 0.03125, 0.005, 0.975> ]
     }
     scale 0.1
}
normal {
     bozo
     scallop_wave
     scale 0.655
     turbulence 0.6575
     lambda 2.35
     omega 0.765
     normal_map {
         [ 0.0 agate 0.8 scale 0.75 agate_turb 0.6 ]            // 
reduced all by 0.1
         [ 0.1 agate 0.8 scale 0.75 agate_turb 0.6 ]
         [ 0.2 wrinkles 0.61 scale 0.15 turbulence 0.6 ]
         [ 0.956 wrinkles 0.31 scale 0.15 turbulence 0.6 ]
         [ 0.975 agate 0.65 scale 0.75 agate_turb 0.6 ]
         [ 1.0 agate 0.65 scale 0.75 agate_turb 0.6 ]

     }

   }
            finish { specular albedo 0 roughness 0.5 diffuse albedo 0.5 
brilliance 3 }

}
texture
{
pigment {
     granite
     turbulence 0.235
     omega 0.8
     lambda 2.5
     colour_map
     {
       [ 0.0 rgbt <0.1, 0.075, 0.05, 0.3> ]
       [ 0.05 rgbt <0.11, 0.075, 0.05, 0.95> ]
       [ 0.4 rgbt <0.1, 0.0325, 0.015, 0.4> ]
       [ 0.45 rgbt <0.1, 0.0325, 0.015, 0.9> ]
       [ 0.5 rgbt <0.15, 0.09, 0.0625, 0.95> ]
       [ 0.85 rgbt <0.1, 0.04, 0.02, 0.38> ]
       [ 0.875 rgbt <0.1, 0.0125, 0.005, 0.85> ]
       [ 1.0 rgbt <0.1, 0.02125, 0.005, 0.975> ]
     }
     scale 0.5
}
normal {
     bozo
     scallop_wave
     scale 0.255
     turbulence 0.4575
     lambda 2.25
     omega 0.725
     normal_map {
         [ 0.0 agate 0.8 scale 0.75 agate_turb 0.6 ]            // 
reduced all by 0.1
         [ 0.1 agate 0.8 scale 0.75 agate_turb 0.6 ]
         [ 0.2 wrinkles 0.61 scale 0.15 turbulence 0.6 ]
         [ 0.956 wrinkles 0.31 scale 0.15 turbulence 0.6 ]
         [ 0.975 agate 0.65 scale 0.75 agate_turb 0.6 ]
         [ 1.0 agate 0.65 scale 0.75 agate_turb 0.6 ]

     }

   }
            finish { specular albedo 0 roughness 0.6 diffuse albedo 0.5 
brilliance 3 reflection { 0.001, 0.1 metallic 1 } conserve_energy }

}

interior { ior 1.6 }
}

box { <0.5, -0.1, -0.1> <1, 0, 0.5>
material { pulleyTex2 }
rotate <-17, -10, 15>
translate <-1, 1.35, -1>
}

//box { <-1.65, 1.2, 0.39> <-0.055, 2.95, 0.41>
//material { windowGlass translate <-1.7, 0, 0> }
//}


Post a reply to this message


Attachments:
Download 'box.png' (26 KB) Download 'box_infront_glass.png' (63 KB)

Preview of image 'box.png'
box.png

Preview of image 'box_infront_glass.png'
box_infront_glass.png


 

From: clipka
Subject: Re: Odd highlights on texture
Date: 27 Mar 2013 13:40:22
Message: <51532f06$1@news.povray.org>
Am 27.03.2013 17:29, schrieb Sean Day:
> Hi,
>
> I am having more texture difficulties that I cannot workout..
>
> The only difference with the two images below is the addition of a box
> with a glass material which is behind the other box. Somehow this is
> adding some very odd highlights to the object in the foreground.

To me this looks like the wood is reflecting highlights on the glass.


Post a reply to this message

From: s day
Subject: Re: Odd highlights on texture
Date: 27 Mar 2013 16:05:01
Message: <web.5153502eadc7dfd04c34011d0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 27.03.2013 17:29, schrieb Sean Day:
> > Hi,
> >
> > I am having more texture difficulties that I cannot workout..
> >
> > The only difference with the two images below is the addition of a box
> > with a glass material which is behind the other box. Somehow this is
> > adding some very odd highlights to the object in the foreground.
>
> To me this looks like the wood is reflecting highlights on the glass.

Hi clipka,

Yes, I think it is something like that, either removing the normal or the
reflection from the object fixes the effect. I thought the effect though seemed
too extreme for such a low level reflection setting.

Sean


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.