From: James Holsenback
Subject: Armillary Part 2
Date: 21 Jan 2014 20:23:43
Message: <52df1d9f@news.povray.org>
this time with iridescence and blurred reflections (brass material) and
a little focal blur ... the ground plane is single tile object (inspired
by tiling pattern 7) created in blender then stepped in the scene
From: FractRacer
Subject: Re: Armillary Part 2
Date: 22 Jan 2014 08:27:47
Message: <52dfc753@news.povray.org>
> this time with iridescence and blurred reflections (brass material) and> a little focal blur ... the ground plane is single tile object (inspired> by tiling pattern 7) created in blender then stepped in the scene
Well done!
--
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James Holsenback <nom### [at] nonecom> wrote:
> this time with iridescence and blurred reflections (brass material) and> a little focal blur ... the ground plane is single tile object (inspired> by tiling pattern 7) created in blender then stepped in the scene
I do like iridescence, I really need to think up a good scene to try out this
improved feature. (I do not think it will go well in the scene I am currently
working on).
Sean
From: James Holsenback
Subject: Re: Armillary Part 2
Date: 22 Jan 2014 17:49:30
Message: <52e04afa@news.povray.org>
On 01/22/2014 08:30 AM, FractRacer wrote:
>> this time with iridescence and blurred reflections (brass material) and>> a little focal blur ... the ground plane is single tile object (inspired>> by tiling pattern 7) created in blender then stepped in the scene>> Well done!>
Thanks!
From: James Holsenback
Subject: Re: Armillary Part 2
Date: 22 Jan 2014 17:54:31
Message: <52e04c27$1@news.povray.org>
On 01/22/2014 05:28 PM, s.day wrote:
> James Holsenback <nom### [at] nonecom> wrote:>> this time with iridescence and blurred reflections (brass material) and>> a little focal blur ... the ground plane is single tile object (inspired>> by tiling pattern 7) created in blender then stepped in the scene>> I do like iridescence,>> Sean
Yep I like it too ... the trick is to play with the finish block
parameters first then once you're happy with the pattern distribution,
play around with irid_wavelength in globals block until you get a color
range that looks good