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"jr" <cre### [at] gmailcom> wrote:
> "sideways thought", no idea re iridescence :-). wondering if messing with the
> (file) gamma will not get you the "punchier" look.
Oh, it definitely darkens the bubbles, but didn't really give me that
"transparent glass" effect.
So I went a-lookin' into the drop-down insert menu under
textures and materials | mirrors and glasses | window glass no ior
And modified that a bit.
Still sucked, but I could tell it was better.
Then, as with many things, it struck me that the object likely needs a suitable
environment to interact with, rather than my usual ultra-lazy white sky_sphere.
So plopped in a pre-made scene setup, and it looked WAY better.
A wee bit more tweaking, and it's looking pretty much where I'd like it to be.
texture {
pigment {rgbft <0.98, 0.98, 0.98, 0.5, 0.2>}
finish {
diffuse 0.1
specular 0.8
reflection 0.2 roughness 0.0003
irid {1 thickness 0.4 turbulence 0.75}
}
}
The f and t values really have a profound effect on the look, and need to be
balanced to achieve the effect one desires.
- BW
Also:
While I was searching for an answer, I happened upon a very interesting approach
by Anders Kaesorg at:
https://www.quora.com/Can-there-be-a-bubble-cube-Is-it-possible-to-form-a-perfect-cubical-compartment-in-a-free-floatin
g-bubble-i-e-no-wires-etc-perhaps-by-simply-merging-six-equally-sized-bubbles/answer/Anders-Kaseorg
His texture is procedurally generated with a loop, and the single frame that I
rendered took a while.
// Anders Kaseorg <and### [at] mitedu>
#version 3.7;
#include "colors.inc"
#include "skies.inc"
#include "transforms.inc"
global_settings {assumed_gamma 1}
camera {
sky z
direction -x
right -image_width/image_height*x
location <9, 5, 3>
look_at 0
angle 30
}
light_source {<10, -10, 20> color White parallel point_at 0}
sky_sphere {S_Cloud1 rotate 90*x}
plane {z, -3 pigment {color Black}}
#declare Bubble = texture {
aoi
texture_map {
#for (I, 1/256, 1 - 1/256, 1/256)
#local T = exp(-0.05/abs(cos(I*pi)));
[I
pigment {rgbt <0.7, 1, 0.7, T>}
finish {
reflection {1 - T}
specular 10*(1 - T)
roughness 0.001
irid {0.5 thickness 0.5 turbulence 0.5}
}]
#end
}
};
union {
#declare K = sqrt(5);
intersection {
sphere {K*x, K*sqrt(2)}
sphere {-K*x, K*sqrt(2)}
sphere {K*y, K*sqrt(2)}
sphere {-K*y, K*sqrt(2)}
sphere {K*z, K*sqrt(2)}
sphere {-K*z, K*sqrt(2)}
}
merge {
sphere {x, sqrt(2)}
sphere {-x, sqrt(2)}
sphere {y, sqrt(2)}
sphere {-y, sqrt(2)}
sphere {z, sqrt(2)}
sphere {-z, sqrt(2)}
}
#declare O = plane {
x + y, 0
clipped_by {
difference {
sphere {x, sqrt(2)}
sphere {-K*x, K*sqrt(2)}
plane {x + z, 0}
plane {x - z, 0}
}
}
};
object {O rotate <0, 0, 0>}
object {O rotate <0, 0, 90>}
object {O rotate <0, 0, 180>}
object {O rotate <0, 0, 270>}
object {O rotate <90, 0, 0>}
object {O rotate <90, 0, 90>}
object {O rotate <90, 0, 180>}
object {O rotate <90, 0, 270>}
object {O rotate <270, 0, 0>}
object {O rotate <270, 0, 90>}
object {O rotate <270, 0, 180>}
object {O rotate <270, 0, 270>}
hollow
transform {Axis_Rotate_Trans(<1, -1, 1>, clock*120)}
texture {Bubble}
}
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