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Height field is used to mimick the waves
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Attachments:
Download 'cup.jpg' (148 KB)
Preview of image 'cup.jpg'
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A clever use of a height_field.
I like this; the 'embossed' shapes on the cup look to be actual geometry, not
just some fancy normals(?).
I wonder how this would look with POV-Ray's newer subsurface scattering effect
added?
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> A clever use of a height_field.
>
> I like this; the 'embossed' shapes on the cup look to be actual geometry, not
> just some fancy normals(?).
>
> I wonder how this would look with POV-Ray's newer subsurface scattering effect
> added?
>
>
Those are normal perturbations. Look at the gold stripe going across the
flowers. It's flat. Also, the shape don't show any indentation on the edge.
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Alain <kua### [at] videotronca> wrote:
>
> Those are normal perturbations. Look at the gold stripe going across the
> flowers. It's flat. Also, the shape don't show any indentation on the edge.
As I look more closely at it, I think you're correct. It does appear to be a
'better-than-normals' appearance though... perhaps because of the slight dark
outlines around the flowery artwork. An optical illusion -- and an interesting
one to make note of for the future ;-)
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"Kenneth" <kdw### [at] gmailcom> wrote:
> I like this; the 'embossed' shapes on the cup look to be actual geometry, not
> just some fancy normals(?).
It does appear that way, doesn't it? I was wondering how he achieved such a
beautiful effect, and you prompted me to unzip the source files he provided and
look.
It's just a bump map.
Alain pointed out the gold stripe, but that I suppose could be due to almost
anything, depending upon how the cup is "built".
> I wonder how this would look with POV-Ray's newer subsurface scattering effect
> added?
Yes, that would be something to see, wouldn't it?
Perhaps add a thin layer of clear glaze with some crazing as well - perhaps do
an old/new comparison...
Really beautiful work. This and the watch are my favorites. Maybe I'll get the
time to peek at the source of that as well. :)
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>
> > I like this; the 'embossed' shapes on the cup look to be actual geometry, not
> > just some fancy normals(?).
>
> It does appear that way, doesn't it? I was wondering how he achieved such a
> beautiful effect, and you prompted me to unzip the source files he provided and
> look.
> It's just a bump map.
> Alain pointed out the gold stripe, but that I suppose could be due to almost
> anything, depending upon how the cup is "built".
>
> > I wonder how this would look with POV-Ray's newer subsurface scattering effect
> > added?
>
> Yes, that would be something to see, wouldn't it?
> Perhaps add a thin layer of clear glaze with some crazing as well - perhaps do
> an old/new comparison...
>
> Really beautiful work. This and the watch are my favorites. Maybe I'll get the
> time to peek at the source of that as well. :)
Hi,
Thanks for your comments.
Yes it's just a bump map.
If you remove the area_light from the scene, it gets ugply : the bump effect
disappears
Povray 3.7 does not render POV 3.0 well.
I rendered the scene again but with povwin 3.0 (as orginially) and this time
the gold line is now gone, and the bumps are reversed
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"HENON fabien" <fab### [at] caramailcom> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > "Kenneth" <kdw### [at] gmailcom> wrote:
> >
> > > I like this; the 'embossed' shapes on the cup look to be actual geometry, not
> > > just some fancy normals(?).
> >
> > It does appear that way, doesn't it? I was wondering how he achieved such a
> > beautiful effect, and you prompted me to unzip the source files he provided and
> > look.
> > It's just a bump map.
> > Alain pointed out the gold stripe, but that I suppose could be due to almost
> > anything, depending upon how the cup is "built".
> >
> > > I wonder how this would look with POV-Ray's newer subsurface scattering effect
> > > added?
> >
> > Yes, that would be something to see, wouldn't it?
> > Perhaps add a thin layer of clear glaze with some crazing as well - perhaps do
> > an old/new comparison...
> >
> > Really beautiful work. This and the watch are my favorites. Maybe I'll get the
> > time to peek at the source of that as well. :)
>
> Hi,
> Thanks for your comments.
> Yes it's just a bump map.
> If you remove the area_light from the scene, it gets ugply : the bump effect
> disappears
> Povray 3.7 does not render POV 3.0 well.
>
> I rendered the scene again but with povwin 3.0 (as orginially) and this time
> the gold line is now gone, and the bumps are reversed
With the render, that's better..
Post a reply to this message
Attachments:
Download 'cup_povwin3.0.jpg' (74 KB)
Preview of image 'cup_povwin3.0.jpg'
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"HENON fabien" <fab### [at] caramailcom> wrote:
> "HENON fabien" <fab### [at] caramailcom> wrote:
> > "Bald Eagle" <cre### [at] netscapenet> wrote:
> > > "Kenneth" <kdw### [at] gmailcom> wrote:
> > >
> > > > I like this; the 'embossed' shapes on the cup look to be actual geometry, not
> > > > just some fancy normals(?).
> > >
> > > It does appear that way, doesn't it? I was wondering how he achieved such a
> > > beautiful effect, and you prompted me to unzip the source files he provided and
> > > look.
> > > It's just a bump map.
> > > Alain pointed out the gold stripe, but that I suppose could be due to almost
> > > anything, depending upon how the cup is "built".
> > >
> > > > I wonder how this would look with POV-Ray's newer subsurface scattering effect
> > > > added?
> > >
> > > Yes, that would be something to see, wouldn't it?
> > > Perhaps add a thin layer of clear glaze with some crazing as well - perhaps do
> > > an old/new comparison...
> > >
> > > Really beautiful work. This and the watch are my favorites. Maybe I'll get the
> > > time to peek at the source of that as well. :)
> >
> > Hi,
> > Thanks for your comments.
> > Yes it's just a bump map.
> > If you remove the area_light from the scene, it gets ugply : the bump effect
> > disappears
> > Povray 3.7 does not render POV 3.0 well.
> >
> > I rendered the scene again but with povwin 3.0 (as orginially) and this time
> > the gold line is now gone, and the bumps are reversed
> With the render, that's better..
I just wonder why the golden line appear once at the top in povray 3.0 (as it
should) and twice on povray 3.7.
To me it's a bug. I included the code in the middle.
Has the texture gradient handling changed ?
Post a reply to this message
Attachments:
Download 'bug_povwin3.7.jpg' (341 KB)
Preview of image 'bug_povwin3.7.jpg'
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> "HENON fabien" <fab### [at] caramailcom> wrote:
>> "HENON fabien" <fab### [at] caramailcom> wrote:
>>> "Bald Eagle" <cre### [at] netscapenet> wrote:
>>>> "Kenneth" <kdw### [at] gmailcom> wrote:
>>>>
>>>>> I like this; the 'embossed' shapes on the cup look to be actual geometry, not
>>>>> just some fancy normals(?).
>>>>
>>>> It does appear that way, doesn't it? I was wondering how he achieved such a
>>>> beautiful effect, and you prompted me to unzip the source files he provided and
>>>> look.
>>>> It's just a bump map.
>>>> Alain pointed out the gold stripe, but that I suppose could be due to almost
>>>> anything, depending upon how the cup is "built".
>>>>
>>>>> I wonder how this would look with POV-Ray's newer subsurface scattering effect
>>>>> added?
>>>>
>>>> Yes, that would be something to see, wouldn't it?
>>>> Perhaps add a thin layer of clear glaze with some crazing as well - perhaps do
>>>> an old/new comparison...
>>>>
>>>> Really beautiful work. This and the watch are my favorites. Maybe I'll get the
>>>> time to peek at the source of that as well. :)
>>>
>>> Hi,
>>> Thanks for your comments.
>>> Yes it's just a bump map.
>>> If you remove the area_light from the scene, it gets ugply : the bump effect
>>> disappears
>>> Povray 3.7 does not render POV 3.0 well.
>>>
>>> I rendered the scene again but with povwin 3.0 (as orginially) and this time
>>> the gold line is now gone, and the bumps are reversed
>> With the render, that's better..
> I just wonder why the golden line appear once at the top in povray 3.0 (as it
> should) and twice on povray 3.7.
>
> To me it's a bug. I included the code in the middle.
> Has the texture gradient handling changed ?
>
Prior to version 3.5, the gradient pattern was reversed in the negative
region. Now, it's direction stay the same everywhere.
It incorrectly was:
----++++
\ \ / /
\ \/ /
It's now as it should always have been:
----++++
/ / / /
/ / / /
This can introduce some glitches with some older scenes that made use of
the inverted grade.
You can add "triangle_wave" to get alternated up and down slopes with a
period of 2. In your case, that would be a viable solution.
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