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26 Dec 2024 12:32:51 EST (-0500)
  Plastic surface texture and lighting (Message 1 to 5 of 5)  
From: Rowena Padel
Subject: Plastic surface texture and lighting
Date: 2 Aug 2002 10:21:26
Message: <3d4a9566$1@news.povray.org>
Hi

I'm pretty much a complete newbie, trying out Povray for the first time in
making a set of icons.  I have two questions:

1.  Can anyone give me any tips on the way to produce a plastic looking
surface.  I've found plenty of metals, but plastics seem to escape me!

2.  I need to make the icons fit with the XP specification, lit from the top
left, but with ambient lighting to the front from the right.  Top left is no
problem, but whatever I try with lights from the front tends to either wash
the object out completely, or to make it look a dull flat colour.

Any help greatly appreciated.

Regards

Rowena


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From: TinCanMan
Subject: Re: Plastic surface texture and lighting
Date: 2 Aug 2002 11:07:52
Message: <3d4aa048$1@news.povray.org>
> 1.  Can anyone give me any tips on the way to produce a plastic looking
> surface.  I've found plenty of metals, but plastics seem to escape me!

Metals tend to tint reflections with their own colour, whereas plastics
don't. In the finish block you can use the "metallic" keyword, "metallic 1"
represents metals, "metallic 0" represents more plastic.
See "6.7.3 Finish" in the 3.5 docs.

> 2.  I need to make the icons fit with the XP specification, lit from the
top
> left, but with ambient lighting to the front from the right.  Top left is
no
> problem, but whatever I try with lights from the front tends to either
wash
> the object out completely, or to make it look a dull flat colour.

Agin read more about finish and also lighting.  If they are a dull flat
colour, I would tend to think you are using ambient in your finish. I prefer
to set ambinet to 0 in my finishes (ie, not use it at all).  You should also
play with the diffuse value.  As for lighting, look at attenutaion "6.6.6
Attenuation" and try adjusting the brightness of the light.

Other than that, some scene examples might be helpful to identify any
particular problems you are having.

-tgq


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From: Tom Melly
Subject: Re: Plastic surface texture and lighting
Date: 2 Aug 2002 11:59:21
Message: <3d4aac59$1@news.povray.org>
"Rowena Padel" <ro### [at] creosourcecom> wrote in message
news:3d4a9566$1@news.povray.org...
> Hi
>
> I'm pretty much a complete newbie, trying out Povray for the first time in
> making a set of icons.  I have two questions:
>
> 1.  Can anyone give me any tips on the way to produce a plastic looking
> surface.  I've found plenty of metals, but plastics seem to escape me!
>

What sort of plastic are you after? Shiny? Dull? What sort of problems are you
experiencing?

Far from perfect, but howzabout something like:

#declare plastic_texture =
texture{
  pigment{Red}
  finish{specular 0.4 roughness 0.005 reflection{0.05,0.01} ambient 0.1 diffuse
0.75}
}

?


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From: Gilles Tran
Subject: Re: Plastic surface texture and lighting
Date: 2 Aug 2002 12:48:16
Message: <3d4ab7d0@news.povray.org>

3d4aac59$1@news.povray.org...

> What sort of plastic are you after? Shiny? Dull? What sort of problems are
you
> experiencing?

Actually, it's been one of the major antipov arguments (those pesky Povray
Defamation League folks), that Povray outputs looks always like plastic...
The truth is that even now, avoiding a plastic look on a Poser model's skin
in annoyingly difficult.

G.

--

**********************
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**********************
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- POV-Ray and Poser computer images
- Posters


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From: Rowena Padel
Subject: Re: Plastic surface texture and lighting
Date: 5 Aug 2002 09:11:22
Message: <3d4e797a$1@news.povray.org>
Thank you all, for the pointers, and in particular Tom, that little piece of
code produced almost the right effect, a little tweaking here and there made
it spot on!   I had tried fiddling with a mixture of specular, ambience,
reflection etc, but was getting such awful results!  It really helps to see
a little bit of real code and then playing around with it.

Thanks again to all

Rowena


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