POV-Ray : Newsgroups : povray.binaries.images : Improving etched pyramids : Re: Improving etched pyramids Server Time
2 Aug 2024 14:18:13 EDT (-0400)
  Re: Improving etched pyramids  
From: Alain
Date: 11 Feb 2013 12:13:13
Message: <511926a9$1@news.povray.org>

> Dear POV-ray users,
>
> I am very new at raytracing and would greatly appreciate some help improving my
> first effort. I am working on a POV ray model of an etched silicon wafer. I have
> attached an image with a microscopy image of the "real" etched silicon wafer
> (the pyramid pits are the etched areas) on the left and my POV ray model on the
> right. The POV ray model is built from a mesh which was constructed from the
> point cloud export from our etch simulation software.
>
> Anyway, below is the POV ray code I am currently using (I didn't include the
> mesh, it is really big - I can send it to you if you ask). I would like to make
> the POV ray image look more 3D, more specifically I would like the pyramids to
> look like they go into the surface whereas now most people think they come out
> of the surface. The microscopy image does a good job of this.
>
> I have explored different light positions (and multiple ones)) and lots of
> different finish attributes but nothing is really working very well. Your help
> is most appreciated.
>
> Regards,
> Kevin
>
> ### POV ray code begin ###
>
> global_settings {
>      ambient_light rgb <1,1,1>
>      assumed_gamma 1.0
>      max_trace_level 10
> }
>
> background { color White }
>
> #declare Tex_Silicon =
> texture {
>     pigment {color rgb <0.16, 0.18, 0.25>}
>     normal {bumps 0.001}
>     finish {
>     ambient 0.2
>     brilliance 0.9
>     diffuse 0.6
>     //specular 0.3
>     roughness 0.001
>     }
> }
>
> #declare Material_0=material{
> texture {Tex_Silicon }
>   }
>
> camera {
>     location <-5.00000, 55, 0.000000>
>     look_at <0.000000, 0.000000, 0.000000>
>     right x*image_width/image_height
> }
>
> light_source {
>      <-200,250,0> //<+up and -down, height, -right and +left>
>      color White
>      area_light <20, 0, 0>, <0, 0, 20>, 15, 15
>      adaptive 1
>      jitter
>      }
>
> object{Object_0 material{Material_0}}
>
>
>

You use quite a high ambient, try ambient 0 in your finish.

I find that using a brilliance of less that 1 tend to give unconvincing 
results unless you want to simulate something like velvet or some 
fabrics. Try with brilliance 1.5 or more.

You may need to uncomment and increase the specular amount.

You may make your pigment slightly lighter, especialy if you reduce the 
ambient to zero.

Note: Brilliance 0 render the illumination independent from the 
direction of the incident light, you get full illumination if any light 
reatch a point, or no illumination if oriented away from the light. Low 
brilliance is good to give some object a cartoonish aspect.



Alain


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