POV-Ray : Newsgroups : povray.binaries.images : Rust : Re: Rust Server Time
9 May 2024 02:04:30 EDT (-0400)
  Re: Rust  
From: 19100
Date: 27 Oct 2023 10:10:00
Message: <web.653bc449afcbb1dd6ac4d8bcedfc8715@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
> I decided to start a project with more of a story line, and was thinking back on
> Stanislaw Lem's book "Cyberiad" as inspiration.  I melded that with the
> sculpture, "The Thinker", and cogito ergo sum, and came up with this scene.
>
> My robot, "Cogito", has been imprisoned on a planet in Lem's world and has been
> contemplating his errors for so long that he has rusted in place and doesn't
> even notice that the door is standing open.
>
> The model for Cogito is completely parameterized (using dictionaries!) so I can
> pose him however I want if I decide to let him get up from his stoop and escape.
>
> I started modeling the rust using macros I created for modeling painted
> surfaces, where the paint may show part of the underlying surface and has its
> own surface texture independent of the object.  (This technique uses an
> isosurface function for the object, and then extends that function with a paint
> thickness function for the paint as a separate object.)  Since the rust had more
> open space, the renders were expensive and I didn't like how they looked.
>
> So, I started modeling the rusted areas using a pigment pattern applied to the
> basic shape function to get the raised areas, and then using that same pigment
> pattern in the object's texture{} to differentiate the base object texture from
> the rust texture.  I used this on Cogito himself, all of the iron bars, the
> chain, and the lock.
>
> I also used the pigment_pattern approach to apply texture to the walls and the
> stoop to model where the stone was wet from a leaky roof and the window opening.
>
> The attached render is using a moderate anti-aliasing setting, which seems to
> work fine given the rough nature of the scene surfaces, and is not using
> radiosity.  (I will need a few long days to do that, so maybe later.)
>
> -- Chris R

The rust effect looks really good, nice!


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