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After an in depth study of wood textures (actually fifteen minutes of
trial and error) these points are the points I came up with:
- The lighted area should be bright enough so that it is not grayed out
and details are clearly visible.
- The dark area should have the ambient set so that it is dark enough to
have a good contrast with the light area and brightr enough to show the
details of the texture.
- The border between light and dark should be a gradient, not a definite
change.
- Specular and roughness are very important, for wood, try 0.1 and 0.015
respectively. This corresponds to a highlight on a fairly reflective but
still imperfect surface.
- And finally, because the specular highlight will have a perfect shape
normally, distort it by adding a bumps normal scaled to be minimally
visible in terms of surface shading, but be enough to make the specular
highlight slightly distorted.
Please note that these points work under standard lighting conditions,
changes would have to be made to get this to look right under very
bright conditions.
For the wood texture, these settings worked best and by varying the
global ambient, I was able to get the scene to vary accurately from dim
lighting to harsh outdoor lighting:
Ambient: 0.3
Diffuse: 0.8
Briliance: 1 (anything higher than 1.5 seemed too brilliant, anything
lower than 1.0 caused the line between light and dark to look unnatural)
Specular: 0.1
Roughness: 0.015
normal: bumps 0.1
scaled to <0.1,0.1,0.1>
I hope this has helped all those interested, any coments would be
appreciated.
--
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium III or SGI workstation
fund and the Chris needs a car fund.
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Chris
Rendered this via Moray, and don't get the blotches.
Steve
Chris Maryan wrote:
>
> The problem has shown up in the past and it does not seem to be
> resticted to .png output. I've attached all of the associated files.
>
> Ken wrote:
> >
> > Chris Maryan wrote:
> >
> > > BTW: Anyone know why the background is patchy in the attached .png? It
> > > seems to happen very often in my images.
> >
> > I have never seen that behaviour before in 4 years of using the program.
> > I also have not used the .png file output option and it might be related
> > to that. Another possibility is with all of the default setting that moray
> > has a tendancy to set for you. I use the standard pov defaults except
> > in very rare cases as they keep consistancy from scene to scene.
> >
> > I would like to try rendering your code and see if it manifests itself
> > on my system with tga output. If you provide the rest of the scene file
> > you used such as camera and lighting I will check to see if I can reproduce
> > it and will get back to you with the results. Also If you have moray created
> > ini file I would like to see what's in that as well.
> >
> > --
> > Ken Tyler
> >
> > mailto://tylereng@pacbell.net
>
> --
> Chris Maryan
> mailto:cma### [at] geocitiescom
> ***
> Will work for cash.
> ***
> Email me if you are interested in donating
> to the Chris Maryan needs money fund.
> We will also accept donations to the Chris
> needs a Pentium III or SGI workstation
> fund and the Chris needs a car fund.
>
> -----------------------------------------------------------------
>
> Name: trial_1.INI
> trial_1.INI Type: Configuration Settings
(application/x-unknown-content-type-inifile)
> Encoding: base64
>
> Name: trial_1.pov
> trial_1.pov Type: POV-Ray scene file
(application/x-unknown-content-type-POV-Ray.Scene)
> Encoding: base64
>
> -----------------------------------------------------------------
> // Texture Include file.
> //
> // This file was generated for POV-Ray V3.1 by
> // NOTE: Do *NOT* remove the comment lines containing '$MRY$'.
> // To make Moray not re-export the texture, change
> // the '$MRY$' to '$MRX$'.
> //
>
> //
> // ******** TEXTURES *******
> //
>
> // Textures from previous exports [MRY]
>
> // Textures exported in this run [MRY]
>
> // $MRY$: 'T_Wood10'
>
> #declare _auto_name_no_1_ =
> texture // txt_84
> {
> pigment
> {
> wood
> color_map
> {
> [ 0.0 rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
> [ 0.5 rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
> [ 0.7 rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
> [ 1.0 rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
> }
> turbulence 0.02
> octaves 4
> lambda 3.0
> ramp_wave
> scale 0.175
> rotate <2.0, 2.0, 0.0>
> }
> finish
> {
> ambient 0.3066
> phong_size 0.0
> specular 0.155633
> roughness 0.014533
> }
> }
> texture // txt_85
> {
> pigment
> {
> wood
> color_map
> {
> [ 0.0 rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
> [ 0.5 rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
> [ 0.7 rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
> [ 1.0 rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
> }
> turbulence 0.02
> octaves 4
> lambda 2.8
> ramp_wave
> scale <0.2, 0.2, 0.2>
> rotate <2.0, 2.0, 0.0>
> translate <0.0175, 0.0175, 0.0175>
> }
> }
>
> #declare T_Wood10 =
> material // T_Wood10
> {
> texture { _auto_name_no_1_ }
> }
>
> // $MRY$: 'Material1'
>
> #declare Material1 =
> material // Material1
> {
> texture
> {
> pigment
> {
> checker
> color rgb <0.9, 0.9, 0.9>
> color rgb <0.1, 0.1, 0.1>
> }
> finish
> {
> ambient 0.301867
> }
> }
> }
>
> -----------------------------------------------------------------
>
> Name: trial_1.mdl
> trial_1.mdl Type: AudioRack32 Shell Extension
(application/x-unknown-content-type-ESSPlayList)
> Encoding: base64
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