POV-Ray : Newsgroups : povray.binaries.images : Whats Next Server Time
2 Jun 2024 04:38:09 EDT (-0400)
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From: Paolo Gibellini
Subject: Re: Whats Next
Date: 13 Sep 2017 03:24:05
Message: <59b8dd15@news.povray.org>
Stephen wrote on 13/09/2017 09:06:
> On 13/09/2017 07:57, Thomas de Groot wrote:
>> On 12-9-2017 18:42, Norbert Kern wrote:
>>> clipka <ano### [at] anonymousorg> wrote:
>>>
>>>> Holy moly!
>>>> That looks... quite good.
>>>
>>>
>>> Ok for a quick test render...
>>>
>>
>> More than that! It is /quite/ good.
>>
>>
> 
> Yes, it is not bad. :-)
> 
It seems very /real/
Paolo


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From: Mr
Subject: Re: Whats Next
Date: 13 Sep 2017 03:55:00
Message: <web.59b8e389dbb94ed16086ed00@news.povray.org>
Jim Holsenback <spa### [at] nothanksnet> wrote:
> On 9/7/2017 9:33 PM, Norbert Kern wrote:
> > Jim Holsenback <spa### [at] nothanksnet> wrote:
> >
> >> nope ... it's procedural. the underlying pigment is a single color with
> >> a touch of irid ( also changed irid_wavelength in global_settings to
> >> that color ) for the normal i used f_ridged_mf
> >
> > I like the brass texture too.
> > In fact I tried to reproduce it - here is my attempt...
> >
> > Perhaps you want to correct my mistakes?
>
> lol ... i see no mistakes in fact i think you've improved it!
>
> >   normal {
> >           average
> >           normal_map {
> >            [1      bumps
> >                                  scale 0.0175
> >                                  bump_size 0.2
> >                          ]
> >            [1      bumps
> >                                  scale 0.35
> >                                  bump_size 0.2
> >                          ]
> >            [1      function {(f_ridged_mf ((4+x)/0.3, y/0.3, z/0.3, 0.5, 2.7, 4,
> > 1, 1.5, 0)-1.8)*0.5}
> >                           scale 0.35
> >                           bump_size 0.3
> >                           slope_map {
> >                            [0      <0,1>]
> >                            [0.25   <1,0>]
> >                            [1      <1,0>]
> >                           }
> >                          ]
> >           }
> >                  accuracy 0.003
> >          }
>
> excellent variant ... I think I'll give it a go in my scene

It's improved only in the small sharp dented marks to me, but from afar I still
prefer the setting of your turbulence, making it look more like it has been
somewhat applied, or polished, looks more like it has a history of being
crafted, yet, combining the two would be perfect both for distant and close ups!
I hop I will be able to get a hand on the final code version so that if you guys
agree, I can share it here:
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray/Sample_Materials
Along the other great POV textures?


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From: Jim Holsenback
Subject: Re: Whats Next
Date: 13 Sep 2017 05:18:36
Message: <59b8f7ec$1@news.povray.org>
On 9/12/2017 7:53 AM, Norbert Kern wrote:
> Personally I love metal materials, but it's difficult to predict their behavior
> in several scene setups.
> Metals depend on their environment, reflections are more important than diffuse
> settings. Metals show sharp contrasts between shadows and highlights.
> 
> Therefore I prefer hdr lighting or at least a combination of a normal
> lightsource and hdr

yep i'm a metal materials fan as well ... and yes you are correct adding 
hdr is definitely the way to go because it makes for plenty of eye candy 
in the reflections

> Here I took the nice rolly_sphere together with a more polished silvery metal
> material:

lol ... i have a silver version too. copper looks pretty cool as well. 
i'm working on a glass version but there have been some challenges. 
something opaque behaves better in that the shape of the object isn't 
lost. to that end i've been working on a milk glass version ... i'll 
post if i'm able to produce something worthy. thanks for sharing!!!


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From: Jim Holsenback
Subject: Re: Whats Next
Date: 13 Sep 2017 06:36:54
Message: <59b90a46$1@news.povray.org>
On 9/12/2017 7:53 AM, Norbert Kern wrote:
> Therefore I prefer hdr lighting or at least a combination of a normal
> lightsource and hdr.

here's a link to some pretty good hdr images:
http://www.hdrlabs.com/sibl/archive.html

i've been getting a lot of mileage out of papermill ruins E but playa is 
also pretty cool. the apartment at the top of the list is great for an 
inside env.

i prefer the ones where you can actually see the sun or light source. 
basically here's how i place the light source. with the image on a small 
sphere and the camera somewhere -z ... i rotate the sphere until the sun 
spot lines up with 0*y then i use a crude grid at <0,0,0> that i rotate 
in the x dir to get the elevation. a few hints ... the papermill ruins E 
lines up at y*33 and x*30.5 so i use those as offsets in my env and 
light source setup:

#declare Environment =
sphere { 0, 1 hollow on
   material {
     texture { uv_mapping
       pigment {
         image_map {
           hdr "PaperMill_E_3k.hdr"
           map_type 0
           interpolate 2
           once
           }
         }
       finish { ... }
       }
     interior { ior 1.0 }
     }
   rotate y*33
   no_shadow
   }

#local R_Fact = 30;
#local S_Fact = 30;

considering the above the light source is initially placed <0,0,-29.9> 
then transformed like this:

object { Environment scale S_Fact rotate y*R_Fact }
object { Key_Light rotate x*30.5 rotate y*R_Fact }


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