POV-Ray : Newsgroups : povray.binaries.images : Help with scattering on Skateboard wheel object (~52k) : Re: Help with scattering on Skateboard wheel object (~52k) Server Time
13 Aug 2024 23:22:18 EDT (-0400)
  Re: Help with scattering on Skateboard wheel object (~52k)  
From: Patrick Dugan
Date: 9 Jan 2003 20:31:53
Message: <3e1e2289@news.povray.org>
Thanks!  Using an image_map instead of a straight pigment seems to cause me
the most trouble.  The image map version seems to be more difficult to get
"murky."  I did manage to get it further by using your example, but lowering
(/) the density to 1.1.  It still isn't perfect but it looks a lot better
than it did.

"hughes, b." <omn### [at] charternet> wrote in message
news:3e1dffec@news.povray.org...
> "Patrick Dugan" <pat### [at] usnetcomcorpcom> wrote in message
> news:3e1de5ec@news.povray.org...
> >
> > I need someone with expertise in making "scattered textures."  I am
trying
> > to make skateboards wheels.
> > I want the texture to be like milk.
>
> It's all trial and error for me. I wasn't completely successful but I gave
> your wheel media a try. I think the predominent thing needed was more
> samples. Unless you use double digits or more there's going to be oddities
> encountered, such as strange shadows and other inconsistencies. I added
> density, as well as absorption, so those could be controlled instead of
> leaving it up to a default. It's never easy to get the exact result you
> want. So... here's what I ended up with:
>
> camera {
>   location  <0.0, 2.0, -5.0>
>   look_at   <0.0, 0.0,  0.0>
>   right     x*image_width/image_height
> }
>
> // create a regular point light source
> light_source {
>   0*x                  // light's position (translated below)
>   color rgb <1,1,1>*0.8    // light's color
>   translate <-5, 30, -10>
> }
> // Create an infinite sphere around scene and allow any pigment on it
> sky_sphere {
>   pigment {
>     gradient y
>     color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] }
>   }
> }
>
> #declare MediaTrans =
> material{
>    texture {
>       pigment {
>        rgbf 1
>       }
>       finish {
>          ambient 0
>          diffuse 1
>          specular 0.75
>          roughness 0.001
>          reflection {
>           0.025, 0.125 // it's shiney so why not reflect a little?
>           }
>       }
>    }
>    interior {
>       ior 1.42 // was like water before... I just gave this a try instead
>       media {
>          method 3
>          //intervals 10 // not really needed for type 3 media
>          samples 75, 150 much more here, could be less perhaps
>         // confidence 0.9
>         // variance 1.0/128
>         // ratio 0.9
>          scattering {4, // type 4 seems to work well for solid things,
imho
>                              rgb 2.5 // being 80 might have caused trouble
> (?)
>                              extinction 0.75 // if this is low media seems
> to lose solidness
>           }
>          density {
>           rgb 25 // increase solidness (?)
>          }
>          absorption 0.25
>       }
>    }
> }
>
> #declare Metal =
> material {
>  texture {
>   pigment {
>    rgb 0.5
>   }
>   finish {
>    ambient 0.5 // wanted it visible while checking media
>    diffuse 0.5
>    reflection {
>     0.25, 0.5
>    }
>   }
>  }
> }
>
> union {
> torus {
>  1, 0.5
>  material {
>   MediaTrans
>  }
> hollow
> }
> torus {
>  0.3, 0.3
>  material {
>   Metal
>  }
> }
>  rotate <90,45,0>
> }
>
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.