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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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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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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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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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