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"GioSeregni" <gms### [at] hotmail com> wrote:
> Yes, this is exactly the page by me indicated previously, if you see the whole
> topic.
> This page is very confusing to me.
> I would like to find a way to update the old definitions as faithfully as
> possible.
> This "material" way is a suggestion I had, but I already knew it didn't work.
> Thanks!
What happened is that texture used to have interior as part of it.
Then interiors became it's own thing - separate from texture.
So to apply both to an object, you need to put them in a material {} statement.
material {} does accept a pigment {} statement directly.
So just do
material {
texture {pigment {}}
}
and that will work.
- BW
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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> > POV-Ray is looking for a 'texture{}' to wrap the pigment and finish,...
> Yes, this is exactly the page by me indicated previously, if you see the whole
> topic.
> This page is very confusing to me.
> I would like to find a way to update the old definitions as faithfully as
> possible.
> This "material" way is a suggestion I had, but I already knew it didn't work.
> Thanks!
the code below runs for me using a beta.2. hth.
regards, jr.
-----<snip>-----
#version 3.8;
global_settings {assumed_gamma 1}
#declare mat_ = material {
texture {
pigment {
color rgb <.81, .71, .23>
}
finish {
diffuse .5
ambient 0
specular 1
roughness .01
reflection {.6 metallic}
metallic
}
}
/* put an interior here */
};
box {
0,1
material {mat_}
}
light_source {<-1,1,-1>*1e3 color rgb 1 parallel}
camera {
location <0,0,-5>
right x * (4/3)
up y
look_at <0,0,0>
}
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > > POV-Ray is looking for a 'texture{}' to wrap the pigment and finish,...
> > Yes, this is exactly the page by me indicated previously, if you see the whole
> > topic.
> > This page is very confusing to me.
> > I would like to find a way to update the old definitions as faithfully as
> > possible.
> > This "material" way is a suggestion I had, but I already knew it didn't work.
> > Thanks!
>
> the code below runs for me using a beta.2. hth.
>
>
> regards, jr.
>
> -----<snip>-----
> #version 3.8;
>
> global_settings {assumed_gamma 1}
>
> #declare mat_ = material {
> texture {
> pigment {
> color rgb <.81, .71, .23>
> }
> finish {
> diffuse .5
> ambient 0
> specular 1
> roughness .01
> reflection {.6 metallic}
> metallic
> }
> }
> /* put an interior here */
> };
>
> box {
> 0,1
> material {mat_}
> }
>
> light_source {<-1,1,-1>*1e3 color rgb 1 parallel}
>
> camera {
> location <0,0,-5>
> right x * (4/3)
> up y
> look_at <0,0,0>
> }
Many thanks!
I thought texture encapsulation was more complicated, now it works!
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GREAT!
I restored the old declare!
Left = a car silver from my old render 2002 vers.2.??
Center = BAD !!! my attempt to restore the old code into vers 3.7
right = very well for me ! with your help
Many thanks to all!
PS. I don't have a great ability to render realistically. I dedicate myself to
geometry, code and projects, usually, but this for my needs is more than
satisfying!
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Attachments:
Download 'clipboard01.png' (469 KB)
Preview of image 'clipboard01.png'

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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> Many thanks!
> I thought texture encapsulation was more complicated, now it works!
excellent.
> PS. I don't have a great ability to render realistically. I dedicate myself
> to geometry, code and projects, usually, but this for my needs is more than
> satisfying!
nice models, a forecourt (like a car dealer) or a parking lot, just .. an
overview, would be v cool though (I suspect you've "a collection" :-)).
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > Many thanks!
> > I thought texture encapsulation was more complicated, now it works!
>
> excellent.
>
>
> > PS. I don't have a great ability to render realistically. I dedicate myself
> > to geometry, code and projects, usually, but this for my needs is more than
> > satisfying!
>
> nice models, a forecourt (like a car dealer) or a parking lot, just .. an
> overview, would be v cool though (I suspect you've "a collection" :-)).
>
>
> regards, jr.
Thanks!
Not many vehicles, this is an overview of my stable. I have many objects made
over many years but also for interior architecture, let's say I have the
essentials. Vehicles and people are the only ones that are born from the web,
even if I work a lot on them to lighten, correct and above all optimize because
they are always very heavy. And I have to use many of them in my projects ...
NB. for the trees instead I use my algorithms ..
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Attachments:
Download 'car.png' (836 KB)
Preview of image 'car.png'

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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> "jr" <cre### [at] gmail com> wrote:
> > ... an overview, would be v cool though ...
> Thanks!
> Not many vehicles, this is an overview of my stable.
hey, thank you very much. (I like the newer VW shape much better than the old
60s "hippie express" :-))
> I have many objects made
> over many years but also for interior architecture, let's say I have the
> essentials. Vehicles and people are the only ones that are born from the web,
> even if I work a lot on them to lighten, correct and above all optimize because
> they are always very heavy. And I have to use many of them in my projects ...
> NB. for the trees instead I use my algorithms ..
sounds nice :-). agree that stuff taken from the web needs to be "cleaned up"
carefully.
and again, thanks for "whipping up" that scene.
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > "jr" <cre### [at] gmail com> wrote:
> > > ... an overview, would be v cool though ...
> > Thanks!
> > Not many vehicles, this is an overview of my stable.
>
> hey, thank you very much. (I like the newer VW shape much better than the old
> 60s "hippie express" :-))
>
>
> > I have many objects made
> > over many years but also for interior architecture, let's say I have the
> > essentials. Vehicles and people are the only ones that are born from the web,
> > even if I work a lot on them to lighten, correct and above all optimize because
> > they are always very heavy. And I have to use many of them in my projects ...
> > NB. for the trees instead I use my algorithms ..
>
> sounds nice :-). agree that stuff taken from the web needs to be "cleaned up"
> carefully.
>
> and again, thanks for "whipping up" that scene.
>
>
> regards, jr.
Thanks to you jr
I apologize for the atmospheric effect of not the best quality, but for work
it's enough for me.
On the other hand, when I'm having fun ... :)
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Attachments:
Download '453310470_8776200592406551_8337040191462063241_n.jpg' (45 KB)
Preview of image '453310470_8776200592406551_8337040191462063241_n.jpg'

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What about publishing some of your code?
A car or even the persons is a hell of work, no matter how buggy the code is.
Gr
Ma
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"Maetes" <nomail@nomail> wrote:
> What about publishing some of your code?
> A car or even the persons is a hell of work, no matter how buggy the code is.
>
> Gr
> Ma
ok, I use my own parser for CAD that uses a very rich library of include files
that call each other.
This can generate problems on installations other than mine.
In addition, through the cad I create empty layers that only serve as keywords
that tell pov ray how to operate on the settings.
I will try to make the subjects autonomous and little by little I can post them
as stand alone (include files with three lines with final slashes that serve,
removing the slashes, to display, with a minimum of point of view and lighting)
BR!
G
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