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I think something was mentioned about doing specular and phong colors
recently and 'out of the blue' I remembered a trick I came up with for
doing this for a program I wrote. Take a gander at this,
#include "colors.inc"
light_source {<50, 50, -100> color White}
camera {location <0, 10, -40> look_at 0}
sphere {<0, 0, 0>, 10
texture {
pigment {color rgb <1, 1, 1>}
finish {phong 0}
}
texture {
pigment{color rgbt <1, 0, 0, 1>}
finish {phong 1 phong_size 20 metallic}
}
}
plane {y, -10
pigment {color White}
}
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Clever... but, is that phong 0 really necessary?
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> Clever... but, is that phong 0 really necessary?
Phong defaults to 0 so it isn't. I didn't want to bother with much
testing at the time so I just added that in there just in case the
default was something else. Try this to increase the effect.
sphere {<0, 0, 0>, 10
material
{
texture {
pigment {color rgb <1, 1, 1>}
}
texture {
pigment{color rgbt <2, -1, -1, 1>}
finish {ambient 0 diffuse .1 phong .5 phong_size 20 metallic}
}
}
hollow
}
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I found out not too long ago that you can specicy both a phong & a
specular in the same finish statement. Many of you probably already knew
that, but it was interesting to discover it.
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
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On Thu, 28 Oct 1999 19:15:03 -0700, "SamuelT." <STB### [at] aolcom>
wrote:
>I found out not too long ago that you can specicy both a phong & a
>specular in the same finish statement. Many of you probably already knew
>that, but it was interesting to discover it.
My metallic textures usually have a phong value equal to half the
specular value, and low phong_size and roughness (a large, soft phong
highlight and tight specular highlight). This gives the illusion of a
visible light source (a bulb, the sun). Also I use metallic of
0.75-0.95 to see the light color a bit.
Peter Popov
ICQ: 15002700
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I thought metallic showed the object's color in the highlight....
Peter Popov wrote:
> On Thu, 28 Oct 1999 19:15:03 -0700, "SamuelT." <STB### [at] aolcom>
> wrote:
>
> >I found out not too long ago that you can specicy both a phong & a
> >specular in the same finish statement. Many of you probably already knew
> >that, but it was interesting to discover it.
>
> My metallic textures usually have a phong value equal to half the
> specular value, and low phong_size and roughness (a large, soft phong
> highlight and tight specular highlight). This gives the illusion of a
> visible light source (a bulb, the sun). Also I use metallic of
> 0.75-0.95 to see the light color a bit.
>
> Peter Popov
> ICQ: 15002700
--
Samuel Benge
STB### [at] aolcom
"And you can fly
High as a kite if you want to
Faster than light if you want to
Speeding through the universe
Thinking is the best way to travel"
-The Best Way to Travel, The Moody Blues
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T_Glass from the include uses both...
"SamuelT." wrote:
> I found out not too long ago that you can specicy both a phong & a
> specular in the same finish statement. Many of you probably already knew
> that, but it was interesting to discover it.
> --
> Samuel Benge
>
> STB### [at] aolcom
>
> "And you can fly
> High as a kite if you want to
> Faster than light if you want to
> Speeding through the universe
> Thinking is the best way to travel"
>
> -The Best Way to Travel, The Moody Blues
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'specular' or 'phong' hilights use the 'light_source' color, 'metallic'
causes use of the object surface color. So, correct.
Bob
SamuelT. <STB### [at] aolcom> wrote in message
news:381A68F1.9A12940F@aol.com...
> I thought metallic showed the object's color in the highlight....
>
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On Fri, 29 Oct 1999 20:41:37 -0700, "SamuelT." <STB### [at] aolcom>
wrote:
>I thought metallic showed the object's color in the highlight....
Metallic controls the color of the highlight. At 0, it corresponds to
the light's color (plastic) and at 1 it corresponds to the color of
the object (metal). I use 0.9 or something similar to show 10% of the
light's color in the highlight.
Peter Popov
ICQ: 15002700
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