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To the center of a Tootsie Roll Tootsie Pop?
Strangely, that's how my current project started. I was about to eat
one, when seeing the sunlight through it, a ray of light done fried my
brain, and said, "Yes, you /can/ POV this pop!"
So I've got the basic shape down... a sphere/cylinder merge for the pop,
and a cylinder for the stick...
I just can't get the rough shininess down. (newbie sickness, i guess)
Basically, here's my sphere:
//Sphere for a Tootsie Roll Tootsie Pop
sphere {
<0,0,0>, 5
//pigment { Red }
pigment { color rgbf <1,0,0,.25> }
finish {
ambient .5
diffuse .6
phong .5
phong_size 5
brilliance .3
specular .05
roughness .3
}
}
(I've eaten 17 of the cherry ones so far, trying to get the color right,
and the shininess... I'm almost sick of them...)
It just comes out too... clear.
And the tootsie center... (I'm not too up on blobs yet.)
//Tootsie center
blob {
threshold .65
sphere { <.5,0,0>, 5, 1 pigment {Brown} }
sphere { <-.5,0,0>,5, 1 pigment {Brown} }
finish { phong 1 }
}
It looks like a deformed circle. I'm not sure which value to change,
the ,5, or the 1, to get large blob ends, and a medium center.
Thanks in advance.
Michael
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Have a render of this, see what you think.
//BEGIN
//Sphere for a Tootsie Roll Tootsie Pop
merge {
cylinder {-z,z,1 scale <5.25,5.25,2>}
sphere {<0,0,0>, 5}
texture {
pigment { color rgbft <.75,.15,.25,.25,.05>*1.15 }
finish {
ambient .3
diffuse .3
//phong .05
//phong_size .2
brilliance -.25
specular .3
roughness .01
reflection .05 reflection_exponent .1
}
}
interior {ior 1.4}
texture {
pigment { color rgbft <.95,.9,.925,.5,.15>*1.5 }
finish {
ambient .8
diffuse .9
phong .06
phong_size .2
}
}
}
//Tootsie center
blob {
threshold .9
sphere { <1,0,0>, 4, 2 } //position, radius, strength
sphere { <-1,0,0>, 4, 2 }
pigment {rgb<.5,.3,.1>}
finish { diffuse .4 phong .01 phong_size 1}
}
//stick
cylinder {-y,y,1 scale <.75,20,.75> translate -20*y
pigment {rgb 1} finish {ambient .2 diffuse .7}
}
// 4 X 3 window and white pointlight at camera position
#declare LCX = 15
#declare LCY = 15
#declare LCZ = -33 // (-6.32 = 4x3 view at <0,0,0> with angle 36)
light_source { <LCX-10,LCY+10,LCZ-10> color rgb <1.5,1.5,1.5>
}
camera
{
location <LCX,LCY,LCZ>
angle 67 // angle 67 = direction 1
// direction 3.33*z
look_at <0.0 , -10 , 0.0>
}
// Set a color of the background. NOTE: this affects scene reflections
background {
color red 0.3 green 0.5 blue 0.7
}
//END
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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Bob Hughes wrote:
> Have a render of this, see what you think.
I think I need to go step by step page by page through the documentation,
and maybe play around a LOT more.
Thanks, Mr. Hughes
Mike
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Your welcome, Michael (oh, please, try and refrain from Mr. H., Bob is
fine even if a few others think it means them :)
Sorry I didn't say much intelligent and just redid the thing. If I start
trying to teach someone anything it sounds like docu-babble from the
unruley side-lines so I try to keep it short if at all possible.
The POV DOC reading (Search or Find in the Help) is a great resource.
That blob question can be answered pretty simply though in a way:
the radius depends on the strength which depends on the threshold and
all three combine in a mysterious way. Suffice it too say, if you have a
high strength value the radius increases and the reverse is opposite but
then it relies very much on the threshold value which when nearer zero
will allow increase in strength(?) (or radius?) and nearer 1 (or
strength value equivalent) diminishes the radius. Well, I seem to be
docu-babbling again so I better stop myself before I'm totally wrong.
Practice is also good exercise.
Michael wrote:
>
> Bob Hughes wrote:
>
> > Have a render of this, see what you think.
>
> I think I need to go step by step page by page through the documentation,
> and maybe play around a LOT more.
>
> Thanks, Mr. Hughes
> Mike
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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