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Jamie Davison <jam### [at] dh70qdu-netcom> wrote in message
news:MPG### [at] newsstmuccom...
> I hate to nitpick (actually, that's a lie, I *like* nitpicking <grin>),
> especially with such a pretty image, but there seem to be some rather
> nasty jaggies happening in the top left corner of the image.
>
> Specifically, the left hand side of the upper band of gold which passes
> in front of the opal seems to have some very visible stepping, as if it
> were constructed out of lots of cubes.
>
> Otherwise it's a very nice image, and I wouldn't meddle too much with it,
> as I've ruined far too many perfectly good scenes by attempting to put
> more detail into them long past the point at which I should have stopped.
Oh, please, nitpick away. :{)
The jagginess you mention was intended.. in a way.. I specifically wanted to
give this a hand-hammered feel. As if the gold had been hand formed around
the gemstone. If I bumped up the # of compponents on the #while sweep around
the gem, I'd eliminate most of this, and an adjustment to some ofthe other
influences would get rid of those imperfections. But I wanted them there. I
was trying to go for a more organic feel to the gold work. I've found that's
really hard to do. :{P
David
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Marc-Hendrik Bremer <Mar### [at] t-onlinede> wrote in message
news:39690084$1@news.povray.org...
> I would have never thought this holder is a blob! I would have spend hours
> to model it with csg :-) I really like it!
<smile> Blobs can be a lot of fun.. at times.. at other times they can be
very frustrating. In this scene, "most" of what I wanted the components to
do came relatively easily.
David
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Antique look to it, the opal surface is totally blemish-free though and so it
doesn't seem to go. Maybe use a bozo color map for the container having clear
to not so clear parts? Or maybe a texture map for that matter. I like the
dulled "gold" but it tends to look like tarnished brass to me. My guess is it
needs higher color with lower diffuse.
I posted a Crushed Velvet Texture tp p.t.s-f Feb. 7th, 2000
389e81fc@news.povray.org if that will help.
Bob
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Oops, sorry about the link addition here, I never have linked to a newsgroup
posting before and I just put what looked appropriate from the message
properties. Again, sorry, please ignore it.
Bob
| I posted a Crushed Velvet Texture tp p.t.s-f Feb. 7th, 2000
| 389e81fc@news.povray.org <=== goes to email, don't use please!
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> Antique look to it, the opal surface is totally blemish-free though and so
it
> doesn't seem to go. Maybe use a bozo color map for the container having
clear
> to not so clear parts? Or maybe a texture map for that matter. I like
the
> dulled "gold" but it tends to look like tarnished brass to me. My guess
is it
> needs higher color with lower diffuse.
Hmm.. I'll give it a shot.
> I posted a Crushed Velvet Texture tp p.t.s-f Feb. 7th, 2000
I'll go look for it right now. :{)
David
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A great piece of work. I've saved the texture that
you posted and might give it a try in something soon.
Bob's velvet in bottle green will look real good
behind this.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
2:24am up 11 days, 2:05, 2 users, load average: 1.02, 1.08, 1.03
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On Sun, 9 Jul 2000 11:59:04 -0800, "David Heys" <sou### [at] gcinet>
wrote:
>As usual, comments/advice as welcomed.
Wow, very, very... opalescent! :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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David Heys wrote:
> Lewis <nle### [at] netvisionnetil> wrote in message
> news:3968E99D.9C669102@netvision.net.il...
> > I like the opal texture, and the modelling is very nice.
> > Try adding reflectiveness to the gold texture, and I think it will look
> > great. Don't forget to photon!
>
> There is a small reflectiveness on the gold, but I'll likely bump it up. If
> you look at the very bottom of the image, you'll see some photons at work. I
> think that the emitting media muddled up most of them though. Then again, as
> Opal is a fairly opaque material, I guess you shouldn't see a lot of photons
> going through it. I used:
>
> photons{
> count 4000000
> autostop 0
> jitter .4
> media 100
> }
Hmmm... same count i always use.... but i might start stepping them up some...
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