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On 02/12/2013 03:08 PM, kmcpeak wrote:
> "Samuel Benge" <stb### [at] hotmailcom> wrote:
>> "kmcpeak" <kmc### [at] ethzch> wrote:
>>> 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.
>>
>> Hi kmcpeak,
>>
>> Notice in the SEM(?) image how the pyramids become darker the farther in they
>> go. This makes their true orientations almost unmistakable. A large area_light
>> in your scene should help, or radiosity, as clipka said.
>>
>> Also, in your rendered image, the pyramids seem to be coming out of the surface
>> partly because of where your light_source is situated. People tend to assume
>> that light is always coming from above, thus when viewing your image they think
>> the pyramids are protruding instead of intruding. Try repositioning your
>> light_source above (+y, +z) the scene, as it is in the micrograph.
>>
>> With those two things taken care of, there should be no doubt when people view
>> your image.
>>
>> Sam
>
> Thank you all for your help! I added radiosity, moved the light source above the
> scene, increased brilliance to 1.5 (I tried larger values as well) and added a
> bit of specular. I also tried an area_light but as Cousin Ricky pointed out it
> doesn't seem to make a difference.
>
> Attached is the best so far. It is definitely better than my previous effort but
> I don't seem to be able to get the sides of the pyramids closest to the silicon
> surface to have highlights, like they do in the microscopy image. I think this
> is key to the 3d look.
>
> Code is below (sans mesh) and image attached:
>
> #include "colors.inc"
> #include "rad_def.inc"
>
> global_settings{
> radiosity
> {
> Rad_Settings(Radiosity_Final,off,off) // I tried all the different macro
> quality settings
> }
> }
>
> background { color White }
>
> #declare Tex_Silicon =
> texture {
> pigment {color rgb <0.46, 0.48, 0.55>}
> //normal {bumps 0.1}
> finish {
> ambient 0
> brilliance 1.5 // tried as high as 5
> //diffuse 0.9
> specular 0.15
> roughness 0.01
> }
> }
>
> #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 {
> <0,100,0> //<+up and -down, height, -right and +left>
> color White
> area_light <20, 0, 0>, <0, 0, 20>, 10, 10
> adaptive 1
> jitter
> }
>
> object{Object_0 material{Material_0}}
>
>
>
The specular/roughness seems a bit off (look at the pyramid edges) ..
another idea might be to play around with light fading:
http://wiki.povray.org/content/Reference:Light_Source#Light_Fading
BTW: looks much better than first attempt
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