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Slight improvement with the brightness. I think your diffuse and
brilliance might be too high, try the default settings of 0.6 and 1.0
respectively, as for ambient, I find the default of 0.1 to be
unrealistically low for typical situations, try 0.2-0.3. One of the
problems seems to be the contrast between the bright and dark parts of
the image, raising the ambient should fix this. In the example below, a
subtle highlight really helps the texture (after all, most wood surfaces
have some degree of polish), look at the specular and roughness
settings.
I fiddled around with something similar and came up with the attached
code. Sorry, jpg, just png, I all my conversion programs seem to be
crashing lately. Mine might be a little too dark. This is the code for
the wood (based on one of the textures in the Moray library, I added the
finish settings):
BTW: Anyone know why the background is patchy in the attached .png? It
seems to happen very often in my images.
#declare _auto_name_no_1_ =
texture // txt_84
{
pigment
{
wood
color_map
{
[ 0.0 rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
[ 0.5 rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
[ 0.7 rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
}
turbulence 0.02
octaves 4
lambda 3.0
ramp_wave
scale 0.175
rotate <2.0, 2.0, 0.0>
}
finish
{
ambient 0.3066
phong_size 0.0
specular 0.155633
roughness 0.014533
}
}
texture // txt_85
{
pigment
{
wood
color_map
{
[ 0.0 rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
[ 0.5 rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
[ 0.7 rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
[ 1.0 rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
}
turbulence 0.02
octaves 4
lambda 2.8
ramp_wave
scale <0.2, 0.2, 0.2>
rotate <2.0, 2.0, 0.0>
translate <0.0175, 0.0175, 0.0175>
}
}
--
Chris Maryan
mailto:cma### [at] geocitiescom
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Attachments:
Download 'trial_1.png' (37 KB)
Preview of image 'trial_1.png'
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