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Well, this is unfinished.. I'm still not completely happy with the opal
texture and the gold needs some work. I need to add a chain up above and I'd
like to hang it on a velvet (now how do I simulate velvet?) stand instead of
a piece of wood.
As usual, comments/advice as welcomed.
David
Post a reply to this message
Attachments:
Download 'fireopal.jpg' (61 KB)
Preview of image 'fireopal.jpg'
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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!
David Heys wrote:
>
> Well, this is unfinished.. I'm still not completely happy with the opal
> texture and the gold needs some work. I need to add a chain up above and I'd
> like to hang it on a velvet (now how do I simulate velvet?) stand instead of
> a piece of wood.
>
> As usual, comments/advice as welcomed.
>
> David
>
> [Image]
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Wow, I always wanted to make a good opal - this is great! Can it work for
the blue/green opals too?
-Dave
"David Heys" <sou### [at] gcinet> wrote in message
news:3968db1e@news.povray.org...
> Well, this is unfinished.. I'm still not completely happy with the opal
> texture and the gold needs some work. I need to add a chain up above and
I'd
> like to hang it on a velvet (now how do I simulate velvet?) stand instead
of
> a piece of wood.
>
> As usual, comments/advice as welcomed.
>
> David
Post a reply to this message
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> Wow, I always wanted to make a good opal - this is great! Can it work for
> the blue/green opals too?
Well, since the the texture is mostly just an emitting media with a density
map, it'd just be a matter of changing the colors. Here's the texture:
pigment {Gold/2 filter 0.5 transmit 0.5}
finish {blinn 40 facets 0.062105 reflection 0.15}
interior {
ior 1.5
media {
emission 1.0
method 3
density {
bozo
scale <.4,0.3,0.3>
turbulence .85
octaves 2
lambda 1.01
omega .75
rotate 90*z
density_map {
[0 Gold/2]
[0.1 Gold/4]
[0.2 Coral/4]
[0.3 Coral/2]
[0.4 agate
color_map {
[0 Gold/2]
[0.2 rgb 0]
[0.4 Coral/2]
[0.6 rgb 0]
[1.0 SpicyPink/3]
}
scale 0.1
]
[0.5 rgb -.25]
[0.6 granite
color_map {
[0 SpicyPink/3]
[0.2 rgb 0]
[0.4 Gold/2]
[0.6 rgb 0]
[1.0 Coral/2]
}
scale 0.1
]
[0.7 Coral/2]
[0.8 Coral/4]
[0.9 Gold/4]
[1 Gold/2]
}
}
scale 5
}
}
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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
}
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Wow, very nice. I like esp. those indentations on the upper band (?).
Is this swelling at the lower right band intentional?
Marc-Hendrik
David Heys schrieb in Nachricht <3968db1e@news.povray.org>...
>Well, this is unfinished.. I'm still not completely happy with the opal
>texture and the gold needs some work. I need to add a chain up above and
I'd
>like to hang it on a velvet (now how do I simulate velvet?) stand instead
of
>a piece of wood.
>
>As usual, comments/advice as welcomed.
>
>David
>
>
>
>
>
>
Post a reply to this message
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Cool. Thank you, sir.
"David Heys" <sou### [at] gcinet> wrote in message
news:3968e4b0@news.povray.org...
> > Wow, I always wanted to make a good opal - this is great! Can it work
for
> > the blue/green opals too?
>
> Well, since the the texture is mostly just an emitting media with a
density
> map, it'd just be a matter of changing the colors. Here's the texture:
>
> pigment {Gold/2 filter 0.5 transmit 0.5}
> finish {blinn 40 facets 0.062105 reflection 0.15}
> interior {
> ior 1.5
> media {
> emission 1.0
> method 3
> density {
> bozo
> scale <.4,0.3,0.3>
> turbulence .85
> octaves 2
> lambda 1.01
> omega .75
> rotate 90*z
> density_map {
> [0 Gold/2]
> [0.1 Gold/4]
> [0.2 Coral/4]
> [0.3 Coral/2]
> [0.4 agate
> color_map {
> [0 Gold/2]
> [0.2 rgb 0]
> [0.4 Coral/2]
> [0.6 rgb 0]
> [1.0 SpicyPink/3]
> }
> scale 0.1
> ]
> [0.5 rgb -.25]
> [0.6 granite
> color_map {
> [0 SpicyPink/3]
> [0.2 rgb 0]
> [0.4 Gold/2]
> [0.6 rgb 0]
> [1.0 Coral/2]
> }
> scale 0.1
> ]
> [0.7 Coral/2]
> [0.8 Coral/4]
> [0.9 Gold/4]
> [1 Gold/2]
> }
> }
> scale 5
> }
> }
>
>
>
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> Wow, very nice. I like esp. those indentations on the upper band (?).
> Is this swelling at the lower right band intentional?
All of the gold, except for the hook at the top, is one large blob
construct. The outer ring is a #while loop with one positive and four
negative strength components for each point around the circumference. The
three lower curls, and the two upper curls are blob component #whiles. All
of them are somewhat freeform and certainly not perfect. I didn't want them
to be such, actually. The negative blobs all around the circumference all
had their own influences on the curls and I think it's given it a rather
individual look.
David
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I would have never thought this holder is a blob! I would have spend hours
to model it with csg :-) I really like it!
Marc-Hendrik
Post a reply to this message
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On Sun, 9 Jul 2000 11:59:04 -0800, David Heys wrote...
> Well, this is unfinished.. I'm still not completely happy with the opal
> texture and the gold needs some work. I need to add a chain up above and I'd
> like to hang it on a velvet (now how do I simulate velvet?) stand instead of
> a piece of wood.
>
> As usual, comments/advice as welcomed.
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.
Bye for now,
Jamie.
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