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scale it larger? i was kind of going for a dark iron kind of look. but it
turned out more of a pewter finish with black paint or something.
"Aaron Gillies" <no### [at] spamcom> wrote in message
news:3DF### [at] spamcom...
> Ross:
>
> Very interesting modeling on the lamp stand, although
> I suppose you would have to drill a hole in the table
> to get it to stand like that. ;)
>
> You might want to scale the texture on the
> sphere_sweep a little bit? Just an idea. Otherwise,
> keep the images coming.
>
> Aaron
>
> Aaron Gillies
> New York City
> x3rxes[*]yahoo.com
>
>
>
> Ross Litscher wrote:
> > 6 hours and 32 minutes later...
> >
> > This was both an excercise in hand coding and an attempt to see if i
could
> > make a lamp that acted as a real light source. sphere_sweeps turned out
to
> > take a long long time(!). I messed up a controll point in there, and i'm
> > sure you can see it. bah! each of the four globes hanging down contain a
> > light source. for this version, a 7x7 area light. The wall and floor are
> > actually the same pigment and its curious to me why they are so
different in
> > brightness. the only lights in this scene are the globes. the globes
also
> > contain a blueish media which aren't entirely as visible as i hoped, and
an
> > IOR of 1.33.
> >
> > but boy I sure like soft shadows. they could be softer yet, but this
will do
> > for me. if not good enough for you, just squint your eyes :)
> >
> > Oh, the intent... This was intended to be a magician/wizards lamp. they
> > wouldn't use a regular electric lamp, would they? I think if i use this
in a
> > scene I'll replace the sphere sweep with a rough approximation of
cyliners,
> > spheres and torii. The media and globe/lights aren't that slow
otherwise.
> >
> > Hmm, photons next? probably would be a bad idea since the light sources
are
> > inside the objects that would refract the photons.
> >
> >
> > ross
> >
> >
>
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