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Hi,
Some years before I've read some critics about Povray not being able to render
many materials in a realistic manner.
Some commented "whatever I see, everything looks like plastic" - e.g.
http://blenderartists.org/forum/showthread.php?24365-What-is-special-about-PovRay).
I looked at many images generated with povray (IRTC, newsgroups etc.), and yes,
many images proved this prejudice true.
But there were also exceptions from povers like Lightbeam, Jaime Vives Piqueres,
Sean Day, Samuel T. Benge, Tek, Zeger Knaepen and others.
My materials project started with this in mind and is nearing now the end (ca.
2000 collected materials).
Here I want to show some results regarding four different metals.
Source will be uploaded to binaries.scene-files.
Norbert Kern
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Attachments:
Download 'proudly stolen.jpg' (774 KB)
Preview of image 'proudly stolen.jpg'
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On 1/9/2016 11:26 AM, Norbert Kern wrote:
> Hi,
>
> Some years before I've read some critics about Povray not being able to render
> many materials in a realistic manner.
> Some commented "whatever I see, everything looks like plastic" - e.g.
> http://blenderartists.org/forum/showthread.php?24365-What-is-special-about-PovRay).
>
> I looked at many images generated with povray (IRTC, newsgroups etc.), and yes,
> many images proved this prejudice true.
> But there were also exceptions from povers like Lightbeam, Jaime Vives Piqueres,
> Sean Day, Samuel T. Benge, Tek, Zeger Knaepen and others.
>
> My materials project started with this in mind and is nearing now the end (ca.
> 2000 collected materials).
> Here I want to show some results regarding four different metals.
>
> Source will be uploaded to binaries.scene-files.
>
>
> Norbert Kern
>
Wow, great use of normals! I didn't notice they weren't isosurfaces
until a few minutes.
Mike
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Am 10.01.2016 um 00:26 schrieb Mike Horvath:
> Wow, great use of normals! I didn't notice they weren't isosurfaces
> until a few minutes.
NOW that you mentioned it is the first time I even /thought/ about the
possibility that the rust defects might just be texture effects.
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Norbert Kern wrote on 09/01/2016 17.26:
> Hi,
>
> Some years before I've read some critics about Povray not being able to render
> many materials in a realistic manner.
> Some commented "whatever I see, everything looks like plastic" - e.g.
> http://blenderartists.org/forum/showthread.php?24365-What-is-special-about-PovRay).
>
> I looked at many images generated with povray (IRTC, newsgroups etc.), and yes,
> many images proved this prejudice true.
> But there were also exceptions from povers like Lightbeam, Jaime Vives Piqueres,
> Sean Day, Samuel T. Benge, Tek, Zeger Knaepen and others.
>
> My materials project started with this in mind and is nearing now the end (ca.
> 2000 collected materials).
> Here I want to show some results regarding four different metals.
>
> Source will be uploaded to binaries.scene-files.
>
>
> Norbert Kern
>
Very nice textures and somehow extreme.
Paolo
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Mike Horvath <mik### [at] gmailcom> wrote:
> Wow, great use of normals! I didn't notice they weren't isosurfaces
> until a few minutes.
>
>
> Mike
Yeah, the normals do a good job for the sphere and the left superellipsoide.
Normally only small parts of a (technical) structure show rust or other defects.
So imho you don't need isosurfaces all the time, since normals render much
faster.
Norbert
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clipka <ano### [at] anonymousorg> wrote:
> NOW that you mentioned it is the first time I even /thought/ about the
> possibility that the rust defects might just be texture effects.
Sometimes normals are great and even seem to simulate shadows, sometimes not...
At several occasions I recognized how a accuracy value as low as 0.001 helped to
enhance realism.
But if the left rust texture looks fine, its mostly due to Tek's pores code.
The image below shows it's great versatility - code was used together with
different color_maps as well as a pigment and via pigment_pattern as a normal.
Norbert
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Attachments:
Download 'teks pores code versatitility.jpg' (610 KB)
Preview of image 'teks pores code versatitility.jpg'
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Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Very nice textures and somehow extreme.
> Paolo
Thank you, Paolo!
You are right, these materials are a bit extreme. It's because good metal
textures are really easy - a diffuse value near zero together with high
non-variable reflectivity in combination with hdr-lighting - ready!.
So the normals make the difference...
Norbert
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Good work, the sphere remind me one of my old images...
http://news.povray.org/povray.binaries.images/thread/%3C4013fcf5@news.povray.org%3E
And thank you, it's nice to have been named in your original post , I 'm
flattered :-)
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