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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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