POV-Ray : Newsgroups : povray.binaries.images : silversmith Server Time
8 Nov 2024 20:30:57 EST (-0500)
  silversmith (Message 1 to 9 of 9)  
From: m1j
Subject: silversmith
Date: 17 Feb 2005 22:05:02
Message: <web.42155b3a56bb9f7df7635e200@news.povray.org>
This image was entered but some how I did not get it submitted.

I guess some of us are just a bit dumber than the rest.


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silversmith.jpg


 

From: St 
Subject: Re: silversmith
Date: 17 Feb 2005 22:24:50
Message: <42156002$1@news.povray.org>
For what it's worth Mike, that's a great concept, and well executed in 
composition.

   ~Steve~


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From: m1j
Subject: Re: silversmith
Date: 17 Feb 2005 22:35:00
Message: <web.42156140e199c960f7635e200@news.povray.org>
"St." <dot### [at] dotcom> wrote:
> For what it's worth Mike, that's a great concept, and well executed in
> composition.
>
>    ~Steve~

Thanks! that is part of what makes me feel so bad.


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From: Rafal 'Raf256' Maj
Subject: Re: silversmith
Date: 18 Feb 2005 00:14:49
Message: <Xns96013F747EB2Craf256com@203.29.75.35>
mik### [at] hotmailcom news:web.42155b3a56bb9f7df7635e200@news.povray.org

It rocks! :)

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Stefan Viljoen
Subject: Re: silversmith
Date: 18 Feb 2005 00:47:43
Message: <4215817e@news.povray.org>
The right honourable m1j spake:

> This image was entered but some how I did not get it submitted.
> 
> I guess some of us are just a bit dumber than the rest.

Dumber? Don't know what yoy mean, this image rocks IMHO.

Love the woodgrain and the look of the finished pieces.

-- 
---
Stefan Viljoen
Software Support Technician
Polar Design Solutions


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From: Maurice
Subject: Re: silversmith
Date: 18 Feb 2005 12:21:11
Message: <42162407$1@news.povray.org>
m1j wrote:
> This image was entered but some how I did not get it submitted.
> 
> I guess some of us are just a bit dumber than the rest.
> 
> 
> ------------------------------------------------------------------------
> 

Go on! Admit it. That brick wall is a photograph, right?

Nice composition though. I like it.

-- 
Maurice

http://get-me.to/Hendrix

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GEd-s+:+aC++UL+PL+E-W++N++o--K-
wO---M-VPS+PEY+PGPt++++5--XRtv+
b+DI+D--Ge++h----y++++
------END GEEK CODE BLOCK------


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From: Shay
Subject: Re: silversmith
Date: 18 Feb 2005 12:55:55
Message: <42162c2b@news.povray.org>
m1j wrote:
> This image was entered but some how I did not get it
> submitted.
POVCOMP? IRTC?

The image is great. If this was POVCOMP, you should show your detail 
shots, making of, etc.. Alternately your IRTC text submission.

Also the texture on that handle?? :)

  -Shay


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From: Rafal 'Raf256' Maj
Subject: Re: silversmith
Date: 18 Feb 2005 15:03:36
Message: <Xns9601D617C803Braf256com@203.29.75.35>
cel### [at] nospamhotmailcom news:42162407$1@news.povray.org

> 
> Go on! Admit it. That brick wall is a photograph, right?
> 

Look at the shadow. Perfect material (isosurface? union of bricks?)

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: m1j
Subject: Re: silversmith
Date: 21 Feb 2005 22:10:01
Message: <web.421aa205e199c960f7635e200@news.povray.org>
Shay <ema### [at] yourhostcom> wrote:
> m1j wrote:
> > This image was entered but some how I did not get it
> > submitted.
> POVCOMP? IRTC?
>
> The image is great. If this was POVCOMP, you should show your detail
> shots, making of, etc.. Alternately your IRTC text submission.
>
> Also the texture on that handle?? :)
>
>   -Shay

It was povcomp.

All of the objects are modeled in lightwave of my own design. Poseray was
used to convert to povray then I just scripted the scene locations for
everything.

The wall and the table are heightfields. A very powerfull and sometime
forgotten feature of povray.

The floor is just an image map on a plane.

As for the handle it is a simple glossy wood texture from povray.

#declare Handle=
//texture{pigment {color rgb <0.1333333,0.3490196,0.3058824> transmit 0}
//        finish{phong 0.3 phong_size 40 ambient rgb <0,0,0> reflection{0
metallic}}}
//==================================================

      texture
      {
         pigment
         {
            wood
            color_map
            {
               [ 0.0     rgbft <0.4, 0.133, 0.066, 0.0, 0.0> ]
               [ 0.1     rgbft <0.4, 0.133, 0.066, 0.0, 0.0> ]
               [ 0.9     rgbft <0.2, 0.065, 0.033, 0.0, 0.0> ]
               [ 1.0     rgbft <0.2, 0.065, 0.033, 0.0, 0.0> ]
            }
            turbulence 0.05
            octaves 2
            ramp_wave
            rotate <10,10,10>
            translate y*2
            scale  <0.05, 0.05, 1.0>/2
         }
         // control an object's surface finish
  finish {
    ambient 0.1          // ambient surface reflection color [0.1]
    // (---diffuse lighting---)
    diffuse 0.6          // amount [0.6]
    brilliance 1.0       // tightness of diffuse illumination [1.0]
    // (---phong highlight---)
    phong 0.5          // amount [0.0]
    phong_size 40      // (1.0..250+) (dull->highly polished) [40]
    // (---specular highlight---)
    specular 0.5       // amount [0.0]
    //roughness 0.05     // (~1.0..0.0005) (dull->highly polished) [0.05]
    // (---phong and specular---)
    //metallic [Amount]  // give highlight color of surface
    // (---reflection---)

    reflection {
      //0.0                      // minimal reflection value (for variable
reflection)
      0.4                        // reflection amount (maximum for variable
reflection)
      //fresnel on               // realistic variable reflection
      //falloff 1.0              // falloff exponent for variable reflection
      //exponent 1.0             // influence surface reflection
characteristic
      //metallic 1.0             // tint reflection in surface color
    }
    //conserve_energy            // more realistic
    // (---others---)
    //crand 0.2                  // randomly speckle the surface [0.0]
    /*
    irid {               // Iridescence (Newton's thin film interference)
      0.25               // intensity
      //thickness 0.0    // film's thickness [0.0]
      //turbulence 0.3   // film's thickness turbulence
    }*/
  } // finish


      }


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Attachments:
Download 'silversmith_part1s.jpg' (82 KB)

Preview of image 'silversmith_part1s.jpg'
silversmith_part1s.jpg


 

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