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Hello,
I'm very new to POV-Ray, and for my first project I'm trying to use it to
create a picture of a conical flask, made out of glass. The base is a
torus, the body a cone, and the neck a cylinder. The problem is, it doesn't
look very realistic!
Source is below, graphic is at http://www.orang-utan.com/richard.bmp
I would be very grateful for advice, suggestions, etc. I think I have the
coincident surfaces problem too, but I've read the FAQ and fiddled for ages
and I can't fix it.
Thanks,
Richard
#include "colors.inc" // The include files contain
#include "stones.inc" // pre-defined scene elements
#include "textures.inc" // pre-defined scene elements
#include "shapes.inc"
#include "glass.inc"
#include "metals.inc"
#include "woods.inc"
camera {
location <0, 2, -6>
look_at <0, 1, 2>
}
plane { y, 0
texture {
pigment { color rgb <2, 2, 2> }
// normal {bumps 0.5 scale 0.01}
}
}
sphere{<0,0,0>,1 hollow //keep attention: keep sun lower than sky
texture{pigment{gradient <0,1,0>
color_map{[0.0 color White]
[0.8 color rgb<0.1,0.6,0.9> ]
[1.0 color rgb<0.1,0.6,0.9> ]}
}
finish {ambient 1 diffuse 0}
}
scale 10000}
light_source { <2, 4, -3> color White}
difference{
merge{
torus {1.0,0.25 rotate<0,0,0> translate<0,0,0> texture{ Glass3 }}
cone{<0,0,0>,1.25,<0,2.4,0>,0.3 translate<0,0,0> texture{ Glass3 }}
cylinder {<0,2.4,0>,<0,3.2,0>,0.3 rotate<0,0,0> translate<0,0,0> texture{
Glass3 }}
}
merge{
// torus {0.01,0.024 rotate<0,0,0> translate<0,0,0> texture{ Glass3 }}
cone{<0,0,0>,1.24,<0,2.4,0>,0.29 translate<0,0,0> texture{ Glass3 }}
cylinder {<0,2.3,0>,<0,3.2,0>,0.29 rotate<0,0,0> texture{ Glass3 }}
}
}
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in news:web.3ea1c4482c07956ae03273700@news.povray.org Richard wrote:
> The problem is, it doesn't
> look very realistic!
>
Just a few leads; If the model itself is a problem, look into SOR or Lathe
in the documentation. If it is the appearance, look into Interior, Ior and
finish / reflection.
The speckles you see are a result of coincident surfaces, read
"3.3.6.1 Co-incident Surfaces"
Ingo
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Maybe this will get you closer:
plane { y, .001
texture {
pigment { color rgb <2, 2, 2> }
// normal {bumps 0.5 scale 0.01}
}
merge{
difference {
cone{<0,0,0>,1.055,<0,2.4,0>,0.355 }
difference {
cylinder {<0,-.01,0>,<0,0.05,0>,1.5 }
cylinder {<0,-.01,0>,<0,0.1,0>,1.0 }
torus {1.0,0.05 translate<0,.05,0> }
}
cone{<0,.05,0>,1.00,<0,2.41,0>,0.3 }
}
difference {
cylinder {<0,2.395,0>,<0,3.2,0>,0.355 }
cylinder {<0,2.390,0>,<0,3.25,0>,0.3 }
}
texture{ Glass3 }
}
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Richard wrote:
>Hello,
>
>I'm very new to POV-Ray, and for my first project I'm trying to use it to
>create a picture of a conical flask, made out of glass. The base is a
>torus, the body a cone, and the neck a cylinder. The problem is, it doesn't
>look very realistic!
Well, speaking of making glass bottles, I want to make a square bottle with
rounded edges and joins, but I can't figure out how to make a curved join
for the cylindrical neck. I'm using a scaled superellipsoid for the main
part of the bottle, and a a cylinder for the neck. anyone have any ideas?
Rohan _e_ii
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> Well, speaking of making glass bottles, I want to make a square bottle
with
> rounded edges and joins, but I can't figure out how to make a curved join
> for the cylindrical neck. I'm using a scaled superellipsoid for the main
> part of the bottle, and a a cylinder for the neck. anyone have any ideas?
maybe you could cut out a cylinder with a torus in a difference CSG, then
use the curve produced by that
Fingolfin
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OK, thanks for all the help. I have fiddled some more and have made some
improvements. I am using lathe to do the shape now, it seems to be working
a bit better (http://www.orang-utan.com/richard3.bmp). However, I still
have a few problems, for example, to get a round base I used a quadratic,
but it sticks out too far, it's a bit bulged - easier to see at
http://www.orang-utan.com/richard3b.bmp . What's the best way to fix this?
I think the main problem now is the lighting, and the background. I don't
want a fancy background, plain white is fine. But I want it to look like
proper glass. Any suggestions?
Lastly, I still need to make this shape hollow. Can I do this by scaling the
entire object and doing a difference?
Thanks,
Richard
#include "colors.inc"
#include "golds.inc"
#include "textures.inc" // pre-defined scene elements
// global_settings { assumed_gamma 2.2 }
camera {
location <12, 17, -22>
look_at <0, 5, 0>
angle 45
}
background { color White }
light_source { <12, 17, -22> color White }
plane {
y, 0
pigment { color White }
}
lathe {
linear_spline
2,
<0.0, 0.0>,
<4.01, 0.01>
// texture { Glass3 }
pigment { color White }
}
lathe {
quadratic_spline // curved base
3,
<4.0, 0.0>,
<4.1, 0.1>,
<4.0, 0.3>
// texture { Glass3 }
pigment { color White }
}
lathe {
linear_spline // sides, straight
2,
<4.01, 0.2999>,
<1.45, 9.0>
texture { Glass3 }
// pigment { color White }
}
lathe {
linear_spline
2,
<1.4499, 8.999>,
// <1.5, 12.0>,
// <1.5, 12.1>,
<1.45, 12.2>
texture { Glass3 }
// pigment { color White }
}
lathe {
quadratic_spline
3,
<1.4501, 12.201>,
<1.55, 12.3>,
<1.65, 12.35>
texture { Glass3 }
// pigment { color White }
}
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"Richard" <ric### [at] guyydemoncouk> wrote in message
news:web.3ea33696f0bfe71be03273700@news.povray.org...
> OK, thanks for all the help. I have fiddled some more and have made some
> improvements. I am using lathe to do the shape now, it seems to be working
> a bit better (http://www.orang-utan.com/richard3.bmp). However, I still
> have a few problems, for example, to get a round base I used a quadratic,
> but it sticks out too far, it's a bit bulged - easier to see at
> http://www.orang-utan.com/richard3b.bmp . What's the best way to fix this?
>
> I think the main problem now is the lighting, and the background. I don't
> want a fancy background, plain white is fine. But I want it to look like
> proper glass. Any suggestions?
Take a look at 'bottle generation macro' posted on p.b.images and
p.b.scene-files.
That might give you some ideas for a CSG Erlenmeyer flask.
Alan Walkington
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