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>>I tried making the candle flame cyan instead of yellow.
>>
>>It made the wood look green! :-S
>
>
> Leave the candle flame orange/yellow and put a fade_distance on it, then a
> blue light from above will look very nice. Warm in the center (within range
> of the candle) and cool further away
The yellow light source inside the flame already has face_distance set.
(And face_power=2.)
Now, here's a question. Should I add a blue *light source*, or just make
the roof of the box bright blue and let radiosity do the rest?
>>The ice did look slightly more icy though. But only slightly. I think
>>maybe the ice is just too damn transparent? Or maybe I should put some
>>scattering media in it or something? (I mean heck, it's only 4 hours a
>>render at the moment; why not make it 4,000 hours??)
>
>
> Try these...
>
> #declare M_Ice= // might be suitable, was designed for a frozen lake
> material {
> texture {
> pigment{rgb <.9,.9,1>}
> normal {bumps 0.02 scale 0.25 turbulence .5}
> finish {specular 0.5 roughness 0.02 diffuse 0.7 ambient 0.3
> reflection { 0 , 0.15 }
> conserve_energy
> }
> }
> interior {
> ior 1.25
> fade_distance 0.002
> fade_power 2
> fade_color rgb <1,1,1>
> }
> }
>
> #declare T_Snow=
> texture {
> pigment {rgb <0.95,0.95,1>}
> finish {
> ambient 0.25
> diffuse 0.55
> reflection {0,0.2}
> specular 0.6 roughness 0.008
> }
> normal {granite 0.1 scale 0.01}
> }
Thanks. I'll give 'em a whirl.
>>I haven't even started on the flame yet. As I see it, I need to fix the
>>abysmal wood and marble textures, make the ice look more like ice, and
>>somehow make my snow look like snow.
>
>
> The textures in woods.inc and stones.in are quite nice, at least as
> starting point
Um... isn't that defined as cheating?
>>So, basically, change the entire image, actually... >_<
>
>
> As my archery coach is fond of saying Why should you be different from
> everyone else? Most of my scenes go through 2-3 complete redesigns before
> I'm happy.
Ah well... we'll see what I can get done over the weekend...
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