|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
yesterday, I started a POVMan shader to do an insect "shell" (not sure
of the word).
here is the first result.
it needs more work to find the right colours and to make the surface
finish more realistic.
2 questions:
- I'm not sure of my shader version of the "metallic" keyword... I
multiplied the specular by the surface colour...Am I right ?
- I'm using little spheres to do the big sphere. When I increase the
radius of the spheres, the rendering time increase a lot ! Is it normal
?
David
union {
#local maxI = 64;
#local angleI = 360.0 / maxI;
#local maxJ = 32;
#local angleJ = 180.0 / maxJ;
// here is the radius ! times in '( )'
#local dotR = 0.5; // 0.3 (25 s) 0.4 (48 s) 0.5 (1 min 25 s)
#local sphereR = 2.0;
#local ii = 0;
#while (ii < maxI)
#local jj = 0;
#while (jj < maxJ)
sphere {<0.0, 0.0, 0.0>, dotR
translate sphereR * x
rotate (-90 + (jj * angleJ)) * z
rotate ii * angleI * y
}
#local jj = jj + 1;
#end
#local ii = ii + 1;
#end
texture {
pigment {
/*
shader {
shader_file "Test05.slp"
"basicColor" <0.0, 0.0, 1.0>
"highlightColor" <0.0, 0.3, 0.0>
"specularCoef" 0.7
"specularRoughness" 0.01
}
*/
color rgb 1.0
}
}
translate (sphereR + dotR) * y
}
Post a reply to this message
Attachments:
Download 'insect - test00.jpg' (50 KB)
Preview of image 'insect - test00.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> yesterday, I started a POVMan shader to do an insect "shell" (not sure
> of the word).
> here is the first result.
> it needs more work to find the right colours and to make the surface
> finish more realistic.
All I saw was a solid black sphere - had to open it up and play with the
gamma to see anything :)
would it not be possible to achieve this effect in povray using the pillow
normal?
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> All I saw was a solid black sphere - had to open it up and play with the
> gamma to see anything :)
>
yes, it's dark but on my computer, it is good...
>
> would it not be possible to achieve this effect in povray using the pillow
> normal?
>
I don't know "pillow normal"
David
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> > would it not be possible to achieve this effect in povray using the
pillow
> > normal?
> I don't know "pillow normal"
i ment quilted :)
#declare Material1 =
material // Material1
{
texture
{
pigment
{
quilted
control0 0.2
control1 0.2
color_map
{
[ 0.0 rgbft <0.583333, 1.0, 0.583333, 0.0, 0.0> ]
[ 0.5 rgbft <0.291667, 0.739567, 1.0, 0.0, 0.0> ]
[ 1.0 rgbft <0.0, 0.0, 1.0, 0.0, 0.0> ]
}
scale 0.2
}
normal
{
quilted , 0.548
control0 0.2
control1 0.2
scale 0.2
}
finish
{
ambient 0.172633
diffuse 0.2158
brilliance 1.729
phong 1.0
phong_size 17.216667
specular 0.3453
roughness 0.060133
metallic 1.0
}
}
}
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
Post a reply to this message
Attachments:
Download 'untitled.jpg' (13 KB)
Preview of image 'untitled.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> i ment quilted :)
>
ok !
but, the effect I want is a surface wich color changes with the incident
light !!
in my picture (I know, it's only a picture, an animation is in progress...)
the green tint is dependant of the light source direction.
as I said, I have to work on it to get the right colours and finish but,
the "spirit" is here !
David
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3A62BC0D.C65F3E08@xlstudio.com>, gemelli david
<d.g### [at] xlstudiocom> wrote:
> yesterday, I started a POVMan shader to do an insect "shell" (not sure
> of the word).
"Exoskeleton", but people will look at you funny if you use words like
that too much... ;-)
> 2 questions:
> - I'm not sure of my shader version of the "metallic" keyword... I
> multiplied the specular by the surface colour...Am I right ?
That seems to be an approximation...looking at the source code, POV
seems to use some kind of Fresnel function for textures using
"metallic". This is for both phong and specular...and apparently phong
and specular are the only things affected by metallic, and the
calculations do use the surface color, though it is more complex than a
simple multiplication.
> - I'm using little spheres to do the big sphere. When I increase the
> radius of the spheres, the rendering time increase a lot ! Is it normal
> ?
When the spheres overlap more, POV has to solve for more spheres to get
the one that is in front of the others. If you have 4 spheres
overlapping in an area, all 4 will have to be computed to render that
area. When you increase the radius of the small spheres, you increase
the average number of spheres per pixel, and POV has to do more work to
render the image.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> "Exoskeleton", but people will look at you funny if you use words like
> that too much... ;-)
>
yes, right !
> That seems to be an approximation...looking at the source code, POV
> seems to use some kind of Fresnel function for textures using
> "metallic". This is for both phong and specular...and apparently phong
> and specular are the only things affected by metallic, and the
> calculations do use the surface color, though it is more complex than a
> simple multiplication.
>
ok, I'll play with it just to get the effect I want, if it is too
> When the spheres overlap more, POV has to solve for more spheres to get
> the one that is in front of the others. If you have 4 spheres
> overlapping in an area, all 4 will have to be computed to render that
> area. When you increase the radius of the small spheres, you increase
> the average number of spheres per pixel, and POV has to do more work to
> render the image.
>
ok, thanks for this precision !
David
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"gemelli david" <d.g### [at] xlstudiocom> wrote in message
news:3A62BC0D.C65F3E08@xlstudio.com...
> yesterday, I started a POVMan shader to do an insect "shell" (not sure
> of the word).
Carapace?
--
Andy Cocker
---------------------------------------------------------------
listen to my music at:
www.mp3.com/lunarland
---------------------------------------------------------------
'I spilled spot remover on my dog. He's gone now. '
'I went to a restaurant that serves "breakfast at any time."
So I ordered french toast during the Renaissance. '
- Steven Wright.
---------------------------------------------------------------
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> > yesterday, I started a POVMan shader to do an insect "shell" (not sure
> > of the word).
>
> "Exoskeleton", but people will look at you funny if you use words like
> that too much... ;-)
Or possibly Carapace.
I assume you're aiming for something like the wing cases off an
iridescent beetle? If so, good luck, and I hope you get the results
you're after, because I've never really managed to get a good
approximation using the iridescence feature of POV 3.1.
Bye for now,
Jamie.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <MPG.14cd63273a94a708989869@news.povray.org>,
jam### [at] dh70qdu-netcom (Jamie Davison) wrote:
> > "Exoskeleton", but people will look at you funny if you use words like
> > that too much... ;-)
>
> Or possibly Carapace.
Carapace is another word for it, but I've mostly seen it used to refer
to creatures like crabs or lobsters. I'm not an entomologist, though...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |