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being a chemist is fun...
Post a reply to this message
Attachments:
Download 'testtube.jpg' (34 KB)
Preview of image 'testtube.jpg'
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Paul Daniel Jones wrote:
These are okay, except that they look a bit too metallic. I was working
with some of these for my next IRTC entry, but the glass (and the area
lights) pushed the rendering times beyond what I can use for the IRTC.
Regards,
John
--
ICQ: 46085459
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In testtube type images the colours of the liquid
always seems wrong for some reason.
Dispite the colour of the liquid it's a good
looking image, but could do with some stains
on the testtube holder, and maybe have one of the
tubes out of the holder so that we can see the
curved part of the stand where the testtube sits.
A gas tap in the background might be good too.
Keep us posted with your progress.
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
12:11am up 4 days, 6:08, 8 users, load average: 1.00, 1.01, 1.06
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Very nice for your first attempt at the test tube idea. But they do look a
bit metallic. Also, the wood grain on the spindles is going the wrong
direction--those things would break way too easily.
See ya later.
John
Paul Daniel Jones <pdj### [at] psuedu> wrote in message
news:38A700AD.AB1D5518@psu.edu...
> being a chemist is fun...
>
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----
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I like this. As others have mentioned, the liquids look almost like
colored mercury - somehow "off." I think it's caused by the strong
reflection of the glass which should be more transparent.
John C Hanley Jr <jch### [at] psuedu> wrote:
> Also, the wood grain on the spindles is going the wrong
> direction--those things would break way too easily.
Good catch! I have other two comments for you.
Small features can add a lot to the appearance of reality. For example,
the wood has very sharp edges which are especially noticeable at the
corners. You might want to try rounded boxes instead.
Even more subtle, the test tubes are too perfectly vertical. Each one
would be slightly off vertical as it leans against a side of the hole in
the upper section of the holder. A change to this leads to a more
troublesome problem, keeping the liquid surface level.
Mark
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Ok, Help..... I worked till the wee hours and the liquid still does not work
yet (one thing at a time.... :-), anyone see something wrong with the code?
#declare tube_rack=
difference{
union{
box { <-8,-0,-3>
<8,2,3>}
box { <-8,7,-3>
<8,8,3>}
cylinder { <-7,0,2>
<-7,9,2> .4}
cylinder { <7,0,2>
<7,9,2> .4}
cylinder { <-7,0,-2>
<-7,9,-2> .4}
cylinder { <7,0,-2>
<7,9,-2> .4} }
union{
#declare counter =0;
#while (counter <5)
sphere { <-6+(3*counter) ,1,0> 1.1}
cylinder { <-6+(3*counter),1,0>
<-6+(3*counter),15,0> 1.1 }
#declare counter= counter+1
#end}}
#declare liquid_color= rgbf <1,.6,.6,.9>
//declare the final filled rack
#declare filled_rack=
merge{
object {tube_rack texture{DMFWood6 rotate 25*y scale 6}
finish {reflection 0.0 ambient 0.4 diffuse 0.2 phong 0.2 phong_size
50}
normal {dents 0.2
scale 0.2}}
#declare counter = 0;
#while (counter<5)
object {test_tube
#if (test=1)
texture{pigment{rgbt <0.8,0.8,0.8,0.6>} finish{phong
1}}
#else
texture {
pigment { color rgbt <1,1,1, .98> }
finish {
specular 1
roughness 0.001
ambient .2
diffuse 0.2
reflection 0.1
phong 0.9
phong_size 100}}
interior{ior 2 fade_distance 2 fade_power 2 caustics 4}
#end
translate <-6+(3*counter) ,0,0>}
object {liquid
#if (test=1)
texture{pigment{rgb<1,0,0>}}
#else
texture{
pigment{color 1.9*liquid_color }
finish{reflection 0.4 ambient .8 diffuse .5
phong 1 phong_size 200}}
interior{ior 1.33 caustics 4}
#end
translate <-6+(3*counter) ,0,0>}
#declare counter = counter+1 ;
#end
}
>
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Attachments:
Download 'testtube.jpg' (59 KB)
Preview of image 'testtube.jpg'
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Consider changing the liquid levels? It'll give it a more human look. Like
one a little more full than another, or one of them half empty...you know.
Dirk
"Paul Daniel Jones" <pdj### [at] psuedu> wrote in message
news:38A700AD.AB1D5518@psu.edu...
> being a chemist is fun...
>
----------------------------------------------------------------------------
----
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In article <38A7F030.687658EE@psu.edu>, Paul Daniel Jones
<pdj### [at] psuedu> wrote:
> Ok, Help..... I worked till the wee hours and the liquid still does
> not work yet (one thing at a time.... :-), anyone see something wrong
> with the code?
Well, the first thing I noticed is that you have:
#declare liquid_color= rgbf <1,.6,.6,.9>
And later you use
pigment{color 1.9*liquid_color }
in your liquid texture. This is the same as using "color rgbf < 1.9,
1.14, 1.14, 1.71>". This causes a problem, because although values
larger than 1 are allowed and work as expected, they are not physically
accurate. You can see that the shadows are more brightly lit than their
surroundings due to the light being strengthened by the texture.
Stick to values < 1, and you might want to use fade_color from MegaPOV
instead of a colored texture.
Another thing is you have "reflection 0.4 ambient .8 diffuse .5 phong 1
phong_size 200" for your liquid texture. I usually keep reflection +
ambient + diffuse <= 1 for good results(closer to physically accurate),
and I often eliminate ambient completely(especially when radiosity is
used). I would also use much less reflection, around 0.05-0.15:
"reflection 0.15 ambient 0 diffuse 0.8". I don't know about the
highlights, I usually only use specular. Which brings me to the next
thing:
You are using both specular and phong highlights in your glass texture.
While this is allowed and may be done on purpose, it is probably easier
to control when you only use one.
BTW, I noticed you seem to have alternate settings for debugging,
controlled by "#if (test=1)". Just in case you didn't know, you can also
use "on", "yes", or "true" instead of 1, like "#if(test=yes)",
"#if(test=on)", or "#if(test=true)". Although it is a very minor thing,
this might make things a little easier to read.
And lastly, this should probably have been posted to
povray.text.scene-files, not povray.binaries.images.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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Thanks a billion.... these hints seem to have done the trick... :-)
Chris Huff wrote:
> In article <38A7F030.687658EE@psu.edu>, Paul Daniel Jones
> <pdj### [at] psuedu> wrote:
>
> > Ok, Help..... I worked till the wee hours and the liquid still does
> > not work yet (one thing at a time.... :-), anyone see something wrong
> > with the code?
>
> Well, the first thing I noticed is that you have:
>
> #declare liquid_color= rgbf <1,.6,.6,.9>
>
> And later you use
>
> pigment{color 1.9*liquid_color }
>
> in your liquid texture. This is the same as using "color rgbf < 1.9,
> 1.14, 1.14, 1.71>". This causes a problem, because although values
> larger than 1 are allowed and work as expected, they are not physically
> accurate. You can see that the shadows are more brightly lit than their
> surroundings due to the light being strengthened by the texture.
> Stick to values < 1, and you might want to use fade_color from MegaPOV
> instead of a colored texture.
>
> Another thing is you have "reflection 0.4 ambient .8 diffuse .5 phong 1
> phong_size 200" for your liquid texture. I usually keep reflection +
> ambient + diffuse <= 1 for good results(closer to physically accurate),
> and I often eliminate ambient completely(especially when radiosity is
> used). I would also use much less reflection, around 0.05-0.15:
> "reflection 0.15 ambient 0 diffuse 0.8". I don't know about the
> highlights, I usually only use specular. Which brings me to the next
> thing:
> You are using both specular and phong highlights in your glass texture.
> While this is allowed and may be done on purpose, it is probably easier
> to control when you only use one.
>
> BTW, I noticed you seem to have alternate settings for debugging,
> controlled by "#if (test=1)". Just in case you didn't know, you can also
> use "on", "yes", or "true" instead of 1, like "#if(test=yes)",
> "#if(test=on)", or "#if(test=true)". Although it is a very minor thing,
> this might make things a little easier to read.
>
> And lastly, this should probably have been posted to
> povray.text.scene-files, not povray.binaries.images.
>
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
Post a reply to this message
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