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On 2018-10-22 6:16 a.m., Stephen wrote:
> How did you apply the png?
> I think it is interfering with the glass. I have had that happen to me
> in the distant past. The clear/lighter area below the shield is a clue,
> I think.
> I am not sure if I resolved it.
>
For me, *.png with alpha channel/planar mapping/once. The crest is a
separate object.
I fixed the white sides/bottom by moving the crest off of the surface.
difference{
lathe x 1.002
lathe x 1.001
}
Stephen S
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Attachments:
Download 'shot_glass_test_c.png' (2867 KB)
Preview of image 'shot_glass_test_c.png'
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On 10/21/2018 2:24 PM, StephenS wrote:
> On 2018-10-21 2:22 p.m., StephenS wrote:
>> I am hoping this will become a fair representation of a glass I own.
>> The glass shape is close enough, and the image_map is a *.png.
>> Since I now own a 4k monitor most of my images will end up bigger ;-)
>>
>> Comments welcome:
>>
>> Stephen S
>
You should put the glass into Jim's RSOT scene!
Mike
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On 23/10/2018 00:01, StephenS wrote:
> On 2018-10-22 6:16 a.m., Stephen wrote:
>
>> How did you apply the png?
>> I think it is interfering with the glass. I have had that happen to me
>> in the distant past. The clear/lighter area below the shield is a
>> clue, I think.
>> I am not sure if I resolved it.
>>
>
> For me, *.png with alpha channel/planar mapping/once. The crest is a
> separate object.
>
I knew it was a clue of some sort.
> I fixed the white sides/bottom by moving the crest off of the surface.
> difference{
> lathe x 1.002
> lathe x 1.001
> }
>
If I remember, I tried to use a transparent top texture. The alpha
channel showed up as clear.
I might go back to it. Now you have woken my interest.
> Stephen S
--
Regards
Stephen
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StephenS <nom### [at] nomailcom> wrote:
> On 2018-10-22 6:16 a.m., Stephen wrote:
>
> > How did you apply the png?
> > I think it is interfering with the glass.
>
> For me, *.png with alpha channel/planar mapping/once. The crest is a
> separate object.
>
> I fixed the white sides/bottom by moving the crest off of the surface.
> difference{
> lathe x 1.002
> lathe x 1.001
> }
I have to admit that I didn't notice the odd crest area when first seeing your
image. I probably thought it was part of the design or something...
So the crest is now a very thin separate (complete) lathe object, that's
transparent/invisible, except where the crest image is? And kind of 'floating'
off the surface by a tiny amount? That's a clever solution.
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This is looking much better :)
If you can adjust the background and give it a bit of an enhanced normal, I
think that would really give it a boost.
HDRI lighting with radiosity would probably give you something spectacular!
Great work - working with glass is always a challenge.
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On 2018-10-21 2:22 p.m., StephenS wrote:
> I am hoping this will become a fair representation of a glass I own.
...
First test with liquid. I'm not happy with the background normal.
I may have to buy a suitable liquid for a shot glass, for research purposes.
Stephen S
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Attachments:
Download 'shot_glass_test_d.png' (3836 KB)
Preview of image 'shot_glass_test_d.png'
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StephenS <nom### [at] nomailcom> wrote:
> First test with liquid. I'm not happy with the background normal.
Perhaps make it a bit less pronounced.
The background _geometry_, or perhaps the view angle is a bit disconcerting.
It looks like it might be under, and then curving up back behind the glass.
> I may have to buy a suitable liquid for a shot glass, for research purposes.
Anything worth doing is worth doing properly.
If you're dedicated to this scene, then it's probably advisable to procure test
materials in clear, amber, and rich brown colors, to ensure an accurate
representation of the pigment and ior.
It's hard to tell due to the potential optical effects of the refractive index
of the glass - but there doesn't seem to be any visible glass on the sides now.
What does a cross-section show about your glass and the liquid geometry/size?
Perhaps you can add a normal or a tiny geometric layer to the top of the liquid
to add a just-barely perceptible bit of "outside world" to it.
http://www.f-lohmueller.de/pov_tut/backgrnd/p_wat5.htm
http://www.f-lohmueller.de/pov_tut/all_shapes/shapes920e.htm
http://www.nolights.de/downloads.html#lssm
https://mscharrer.net/povray/fountain/
http://www.imagico.de/pov/water/water05.php
Very nice progress - and good luck with your research! ;)
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On 24/10/2018 22:26, StephenS wrote:
> On 2018-10-21 2:22 p.m., StephenS wrote:
>> I am hoping this will become a fair representation of a glass I own.
> ....
>
> First test with liquid. I'm not happy with the background normal.
>
> I may have to buy a suitable liquid for a shot glass, for research
> purposes.
>
I went through a crate of Red Stripe to get the shape of the bottle
right. That and recording the "ching" of bottles hitting each other.
Suffer for your art. Is what I say. ;)
> Stephen S
>
I thought that I would try this with a transparent texture.
Unfortunately this is the best I could get. Your method is better.
I used a png with a RGB=0 set to transparent. You can see the darkened
area of the transparent part of the image map. Also the copy of the
image at the back is a question mark. It is not a reflection.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'label_c_a2d_.png' (174 KB)
Preview of image 'label_c_a2d_.png'
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On 2018-10-25 8:33 a.m., Bald Eagle wrote:
...
> The background _geometry_, or perhaps the view angle is a bit disconcerting.
> It looks like it might be under, and then curving up back behind the glass.
Yes, going for a drop cloth look.
...
> Anything worth doing is worth doing properly.
> If you're dedicated to this scene, then it's probably advisable to procure test
> materials in clear, amber, and rich brown colors, to ensure an accurate
> representation of the pigment and ior.
Amber or rich brown would be my preference. My budget is likely limited
to 8 years or less in aging.
> It's hard to tell due to the potential optical effects of the refractive index
> of the glass - but there doesn't seem to be any visible glass on the sides now.
> What does a cross-section show about your glass and the liquid geometry/size?
...
Preliminary research with red wine suggests this is correct.
Stephen S
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On 2018-10-25 1:58 p.m., Stephen wrote:
...
> I thought that I would try this with a transparent texture.
> Unfortunately this is the best I could get. Your method is better.
> I used a png with a RGB=0 set to transparent. You can see the darkened
> area of the transparent part of the image map. Also the copy of the
> image at the back is a question mark. It is not a reflection.
>
My texture is:
#declare Nova_Scotia_Crest_ =
texture {
pigment {
image_map{
png
"E:/Documents/Bishop3d/Objects/Glass_containers/Nova_Scotia_image.png"
map_type 0
once
}
scale <1.000,1.250,1.000>
translate <-0.500,0.750,0.000>
}
}
I think all of the magic is in the alpha channel, in a graphics program
(Gimp) it looks like a black/white mask.
Stephen S
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