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yesterday, I started a POVMan shader to do an insect "shell" (not sure
of the word).
here is the first result.
it needs more work to find the right colours and to make the surface
finish more realistic.
2 questions:
- I'm not sure of my shader version of the "metallic" keyword... I
multiplied the specular by the surface colour...Am I right ?
- I'm using little spheres to do the big sphere. When I increase the
radius of the spheres, the rendering time increase a lot ! Is it normal
?
David
union {
#local maxI = 64;
#local angleI = 360.0 / maxI;
#local maxJ = 32;
#local angleJ = 180.0 / maxJ;
// here is the radius ! times in '( )'
#local dotR = 0.5; // 0.3 (25 s) 0.4 (48 s) 0.5 (1 min 25 s)
#local sphereR = 2.0;
#local ii = 0;
#while (ii < maxI)
#local jj = 0;
#while (jj < maxJ)
sphere {<0.0, 0.0, 0.0>, dotR
translate sphereR * x
rotate (-90 + (jj * angleJ)) * z
rotate ii * angleI * y
}
#local jj = jj + 1;
#end
#local ii = ii + 1;
#end
texture {
pigment {
/*
shader {
shader_file "Test05.slp"
"basicColor" <0.0, 0.0, 1.0>
"highlightColor" <0.0, 0.3, 0.0>
"specularCoef" 0.7
"specularRoughness" 0.01
}
*/
color rgb 1.0
}
}
translate (sphereR + dotR) * y
}
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Attachments:
Download 'insect - test00.jpg' (50 KB)
Preview of image 'insect - test00.jpg'

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