POV-Ray : Newsgroups : povray.binaries.images : Spilled Liquid : Re: Spilled Liquid Server Time
11 Aug 2024 19:29:29 EDT (-0400)
  Re: Spilled Liquid  
From: JC (Exether)
Date: 4 Feb 2004 16:44:43
Message: <402167cb$1@news.povray.org>
Some suggestions:
- Usually, materials and especially wood tend to be darker where wet.
- you could improve your wood texture, with better pigment and some normals.
- it would be easier to see where there's water with a clearer 
background to be reflected in it.

Efficient how you did the water patch,

JC


Felbrigg wrote:
> I saw a post where the poster was wandering how to do a spilled liquid after
> failing with blobs.. So I've knocked up this test scene using a couple of
> splines for the liquid which might help them.
> 
> I'd like to invite suggestions for improving the lighting and look of the
> water, or better still change it from water to semi tranparent coffee.  I'd
> like to get this simple scene improooooved ( that is to say realistic ).
> 
> Thanks
> 
> Heres the code if you want to have a stab at it...
> 
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
> 
> 
> #declare SnakeWood =
> texture {  /* Bottom wood-grain layer */
>     pigment {
>         wood
>         turbulence 0.05
>         color_map {
>             [0.00 rgb <0.58, 0.45, 0.23>]
>             [0.34 rgb <0.65, 0.45, 0.25>]
>             [0.40 rgb <0.33, 0.23, 0.13>]
>             [0.47 rgb <0.60, 0.40, 0.20>]
>             [1.00 rgb <0.25, 0.15, 0.05>]
>         }
>     }
>     finish {
>         crand 0.02
>         //ambient 0.32
>         diffuse 0.63
>         phong 0.2
>         phong_size 10
>     }
>     normal { bumps 0.05 }
> }
> texture {     /* top layer, adds small dark spots */
>     pigment {
>         bozo
>         color_map {
>             [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
>             [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
>             [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
>         }
>     scale 0.25
>     }
> }
> 
> 
> light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>, 11,
> 11 adaptive 1 jitter photons { refraction on reflection on } }
> 
> camera  {
>         location <0,10,-25> look_at <0,0,0>
>        }
> 
> background { Black }//color <0.25,0.35,0.80> }
> box     {
>         <-1,-1,-1>,
>         <1,1,1>
>         texture {
>                 pigment { Red }
>                 }
>         scale <2,2,2>
>         rotate <0,-15,0>
>         translate <2,1,10>
>         }
> box     {
>         <-1,-1,-1>,
>         <1,1,1>
>         texture {
>                 pigment { Red }
>                 }
>         scale <2,2,2>
>         rotate <0,-16,0>
>         translate <2,1,-9>
>         }
> cylinder{
>         <-1,-1,-1>,
>         <1,1,1>,
>         1
>         texture {
>                 pigment { White*2 }
>                 }
>         scale <1,5,1>
>         translate <-7,3,0>
>         }
> 
> plane   { <0, 1, 0>, -0.001
>         texture { SnakeWood }//pigment { checker pigment{Red},
> pigment{White} } scale <10,10,10> rotate <0,43,0>}
>         }
> 
> #declare Point1 = <-10,1,10>;
> #declare Point2 = <-10,1,0>;
> #declare Point3 = <-10,1,-10>;
> #declare Point4 = <0,1,-10>;
> #declare Point5 = <10,1,-10>;
> #declare Point6 = <15,1,2>;     //<10,1,0>;
> #declare Point7 = <10,1,2>;    //<10,1,10>;
> #declare Point8 = <0,1,10>;
> #declare Point9 = <-14,1,12>; //<-10,1,10>;
> #declare Point10 = <-10,1,0>;
> #declare Point11 = <-10,1,-10>;
> 
> merge {
> // outside of the puddle
> sphere_sweep {
>         cubic_spline
>         11,
>         Point1,1
>         Point2,1
>         Point3,1
>         Point4,1
>         Point5,1
>         Point6,1
>         Point7,1
>         Point8,1
>         Point9,1
>         Point10,1
>         Point11,1
>         }
> 
> // inside of the puddle
> prism {
>     cubic_spline
>     0, // sweep the following shape from here ...
>     2, // ... up through here
>     11, // the number of points making up the shape ...
>         <Point1.x,Point1.z>,
>         <Point2.x,Point2.z>,
>         <Point3.x,Point3.z>,
>         <Point4.x,Point4.z>,
>         <Point5.x,Point5.z>,
>         <Point6.x,Point6.z>,
>         <Point7.x,Point7.z>,
>         <Point8.x,Point8.z>,
>         <Point9.x,Point9.z>,
>         <Point10.x,Point10.z>,
>         <Point11.x,Point11.z>
>   }
> 
>         hollow
>         texture {
>                 pigment {
>                         Clear // rgbt <0.858824,0.576471,0.439216>
>                         }
>                 finish  {
>                         reflection { 0.1,0.8 }
>                         }
>                 }
>         interior        {
>                         ior Water_Ior
>                         }
>         translate <0,-1.5,0>
> 
>  }
> 
> 
> 
> 
> 
>


Post a reply to this message

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