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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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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'
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