|
|
Christoph Hormann wrote:
>
> Interesting. Does it use uv-mapping? It is really not visible that it is
> just a 2D texture and with that geometry this is probably quite difficult.
I used slope pattern to select x, y, or z projection of the texture.
> How did you place the area lights? It is quite astonishing that it looks
> very good without radiosity.
I used net reflectance of 0.3 for the stone which means radiosity
would not make much difference without other objects in the scene.
This was the approximate initial lighting which I fine tuned in
post-process.
sphere{
<0,0.77,0>,0.77
pigment{rgb 1} finish{diffuse 0.3 ambient 0.01}
}
plane{y,0 pigment{checker rgb 1,rgb 0.5 scale 0.8}
finish{diffuse 0.6 ambient 0.01}}
camera{
location<0,10.8,-23>
up y right x
direction 12*z
look_at<0,0.77,0>
}
light_source{
<0,0,-23>
rgb<0.7,1,0.9>*0.8
area_light 8*x,8*y,4,4 adaptive 0 jitter
rotate 5*x
rotate 90*y
}
light_source{
<0,0,-3>
rgb<1,0.7,0.4>*0.8
area_light 0.8*x,0.8*y,4,4 adaptive 0 jitter
rotate 70*x
rotate 30*y
}
light_source{
<0,0,-23>
rgb<1,0.9,0.7>*2.5
area_light 4*x,4*y,4,4 adaptive 0 jitter
rotate 10*x
rotate -80*y
}
light_source{
<0,0,-23>
rgb<0.5,0.7,1>*0.5
area_light 4*x,4*y,4,4 adaptive 0 jitter
rotate 60*x
rotate -30*y
}
_____________
Kari Kivisalo
Post a reply to this message
|
|