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Another crack at the brushed metal table look.
Changes this time:
I've made the table colour darker, and very slightly blue-tinged. Looks
more "metal" to me now.
I've layered a wrinkles pattern on top of everything to give the table a
less purely flat appearance. Looking at it here it almost looks like
I've put too much in, but real surfaces tend to have a fair amount of
flex in them, so maybe it's OK.
A bit I was pretty happy with: I've layered two patterns on top of each
other, and made the scratch highlights in the second one reflect more
light in order to make the scratches show up more. But this only happens
if there is a bright reflection falling on them - otherwise they fade
back into the normal surface. It feels more like how scratches catch the
light in reality to me.
This one is rendered with radiosity.
Technique:
The blur is a simple average of 20 textures with a gradient z pattern
(with a 1% random variation).
The scratch pattern is simply crackles stretched about 60 times in the x
axis.
Two scratch patterns are layered on top of each other in a texture map,
with the one with the highlights only showing through in the top 7% of
the map. It is identical to the other pattern, but has a higher
reflectivity.
As I said above, wrinkles is used in a normal_map in each blurred
pattern to give the surface some large-scale flex.
And that's about it.
Any improvements you think can be made?
Cheers,
Edouard.
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Attachments:
Download 'brushed-metal-blur-2.png.jpg' (134 KB)
Preview of image 'brushed-metal-blur-2.png.jpg'
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In article <news.povray.org-AB5CC1.09303823032008@news.povray.org>,
Edouard Poor <new### [at] edouardinforemovethis> wrote:
> Another crack at the brushed metal table look.
And because I'm a huge Photoshop fanboy, here's the above with "Focal
Blur", "Glow" and "Lens Distortion" filters applied!
Cheers,
Edouard.
Post a reply to this message
Attachments:
Download 'brushed-metal-blur-ps4.jpg' (163 KB)
Preview of image 'brushed-metal-blur-ps4.jpg'
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From: Alain
Subject: Re: Brushed Metal Table again - brushed-metal-blur-2.png (1/1) - brushed-metal-blur-ps4.jpg (1/1)
Date: 22 Mar 2008 20:21:42
Message: <47e5b0a6@news.povray.org>
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Edouard Poor nous apporta ses lumieres en ce 2008/03/22 16:38:
> In article <news.povray.org-AB5CC1.09303823032008@news.povray.org>,
> Edouard Poor <new### [at] edouardinforemovethis> wrote:
>
>> Another crack at the brushed metal table look.
>
> And because I'm a huge Photoshop fanboy, here's the above with "Focal
> Blur", "Glow" and "Lens Distortion" filters applied!
>
> Cheers,
> Edouard.
>
>
The original is largely beter than the photoshoped one.
Great image.
--
Alain
-------------------------------------------------
Don't cry because it is over, smile because it happened.
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From: Charles C
Subject: Re: Brushed Metal Table again - brushed-metal-blur-2.png (1/1) - brushed-metal-blur-ps4.jpg (1/1)
Date: 23 Mar 2008 00:35:06
Message: <47e5ec0a@news.povray.org>
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That's pretty compelling - that double image effect around the sphere
and the color bleed on the cube. For some reason the metal is making me
think scuffs more than scratches - I think it might be the scale of it.
I like that it's not 'flat.' Anyway good image.
Charles
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From: Nicolas Alvarez
Subject: Re: Brushed Metal Table again - brushed-metal-blur-2.png (1/1) - brushed-metal-blur-ps4.jpg (1/1)
Date: 25 Mar 2008 16:55:36
Message: <47e974d8@news.povray.org>
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Edouard Poor escribió:
> I also added a "bloom" effect, which is particularly easy to do with HDR
> images (and is the current hot trend in every 3D game you see these
> days).
http://www.vgcats.com/comics/?strip_id=224
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Alain <ele### [at] netscapenet> wrote:
> The original is largely beter than the photoshoped one.
this is a typical raytracer purist at action. :)
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From: Nicolas Alvarez
Subject: Re: Brushed Metal Table again - brushed-metal-blur-2.png (1/1) - brushed-me=
Date: 25 Mar 2008 23:33:34
Message: <47e9d21e$1@news.povray.org>
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> Alain <ele### [at] netscapenet> wrote:
>> The original is largely beter than the photoshoped one.
>
> this is a typical raytracer purist at action. :)
>
Heh. Like the chat today on #imp.
<PovAddict> I think it *can* be done with such controls *and* pre-rendered
<PovAddict> when you press w to walk, it would start playing the walking
video
<PovAddict> when you release, video would stop whenever it reaches a
<+Noodles> I guess that might work
<PovAddict> then I guess you could also have FPS-like controls
(ctrl/shift) to change walking speed too
<+Noodles> Sounds like it's almost easier just to make an FPS with OpenGL :)
<PovAddict> raytracing ftw
<+Noodles> heh
GPUs render fake stuff.
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