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Hello again.
Tor Olav Kristensen wrote:
>That's an interesting shape.
>
>What texture did you use ?
>
The texture is simple:
//=== Start
texture{pigment{color rgb .75}
finish{diffuse 0.85 ambient 0 specular 0.8 roughness 0.03 phong 1.0
brilliance 7.3 phong_size 80 metallic .5
reflection{0.6,1.0 metallic}}
}
//=== End
The trick is in lighting and environment. I mean, the scene contains
invisible and shadowless sphere around, with radius about thousands and
with chrome-like texture, here the code:
//=== Start
sphere{0,1000
texture{
pigment{
gradient y color_map{
[0,color rgb <0.8,0.83,1>]
[1,color rgb <0.4,0.7,1>]
}scale 2 translate -y}finish{ambient 1}scale 1000}
texture{
pigment{average pigment_map{
#declare gr=.5;
#declare ge=3/(1+gr+gr);
#declare t1=.1;
#declare t2=.9;
#declare tr1=.2;
#declare tr2=.2;
[1,bozo translate 1*y color_map{
[t1,color rgbt < 1,gr,gr,tr1>*ge]
[t2,color rgbt < 0, 0, 0,tr2>*ge]
}]
[1,bozo translate 1*z color_map{
[t1,color rgbt < gr, 1,gr,tr1>*ge/.85]
[t2,color rgbt < 0, 0, 0,tr2>*ge]
}]
[1,bozo translate 1*x color_map{
[t1,color rgbt < gr,gr, 1,tr1>*ge/.7]
[t2,color rgbt < 0, 0, 0,tr2>*ge]
}]
}}scale 0.25 finish{ambient 1 diffuse 0}scale 2500}
no_shadow
no_image
hollow double_illuminate scale 100}
//=== End
I put this sphere in every scene with metallic or other high-reflective
surface.
And two colored lights - yellow and sky-blue used to improve realism:
//=== Begin
light_source{
-35*z, color rgb <1.0,0.8,0.6>*0.55
parallel
rotate x*25 rotate -y*15
}
light_source{
-35*z, color rgb <0.6,0.8,1>*0.55
parallel
rotate x*-25 rotate y*15
}
//=== End
So, I discovered all my secrets :)
Sincerely yours, Alex Kluchikov.
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