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In the continuing process of up dating all my past renderings to take
advantage of the features in MegaPOV, I bring you some "glass & metal"
works.
I've got five of them to update, 1 & 2 are done so are posted here, 3
is looking a bit ropey so probably will not appear, 4 and 5 should be
finished by the end of the weekend.
Comments, names and ideas of what they are meant to be are all
welcome.
_ __ __ _
\/ \ Justin Whitton / \/
_/\__/ mail: jus### [at] rayjay clara co uk \__/\_
\/ \ web: www.rayjay.clara.co.uk / \/
_/\__/\MSN Messenger ID:msn### [at] rayjay clara co uk/\__/\_
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Attachments:
Download 'sculp1.jpg' (51 KB)
Preview of image 'sculp1.jpg'
![sculp1.jpg](/povray.binaries.images/attachment/%3Cc45datkvoaqidigcqh4ovug00h08kbc51d%404ax.com%3E/sculp1.jpg?preview=1)
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From: Rick [Kitty5]
Subject: Re: Sculpture in glass and metal 1 (51KBbu) - sculp1.jpg
Date: 7 Mar 2001 15:36:55
Message: <3aa69be7@news.povray.org>
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Now this I like, excellent colours :)
--
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
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> In the continuing process of up dating all my past renderings to take
> advantage of the features in MegaPOV, I bring you some "glass & metal"
> works.
>
> I've got five of them to update, 1 & 2 are done so are posted here, 3
> is looking a bit ropey so probably will not appear, 4 and 5 should be
> finished by the end of the weekend.
>
> Comments, names and ideas of what they are meant to be are all
> welcome.
Post a reply to this message
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Justin Whitton wrote:
>
> In the continuing process of up dating all my past renderings to take
> advantage of the features in MegaPOV, I bring you some "glass & metal"
> works.
>
> I've got five of them to update, 1 & 2 are done so are posted here, 3
> is looking a bit ropey so probably will not appear, 4 and 5 should be
> finished by the end of the weekend.
>
> Comments, names and ideas of what they are meant to be are all
> welcome.
Some hints which you may or may not find useful:
- The more reflective an object is, the less direct lighting will
diffuse in the direction of your eye (because it's all bouncing off in
some other direction). To simulate this, set the object's diffuse value
to default*(1-reflection).
- Consider using variable reflection for glass.
- Assuming that the object is supposed to be lit by a small physical
light source, such as a light bulb, both shiny metal and glass should
have a much tighter specular highlight than you seem to have used here.
Try a roughness of .001 or thereabouts.
- Are you using ambient? If so, try using radiosity in its place (and
set ambient to 0). Even very crude radiosity is often better than ambient.
- Photons would likely take far too long, but you might set caustic
values for the glass if you haven't already.
I'm sure that other people will have suggestions as well (one of the
Chrises has a veritable pamphlet of lighting and glass-texturing tips, IIRC).
-Xplo
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The Glass looks more like plastic to me.
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On Wed, 07 Mar 2001 14:43:46 -0700, Xplo Eristotle
<inq### [at] unforgettable com> wrote:
>
>Some hints which you may or may not find useful:
Hints are always welcome.
>- The more reflective an object is, the less direct lighting will
>diffuse in the direction of your eye (because it's all bouncing off in
>some other direction). To simulate this, set the object's diffuse value
>to default*(1-reflection).
This is already the case, reflection+diffuse+specular <1 for the
metal, the glass/plastic is a bit harder as it uses fade_color but the
surface properties <1.
>- Consider using variable reflection for glass.
I knew I would forget something :-) I will go back and give that a go.
>- Assuming that the object is supposed to be lit by a small physical
>light source, such as a light bulb, both shiny metal and glass should
>have a much tighter specular highlight than you seem to have used here.
>Try a roughness of .001 or thereabouts.
I use a small cluster of point lights to give subtle soft shadows, I
generally don't play with the roughness as I have b**ger all idea
about what's going on. I'll give you suggestion a go.
>- Are you using ambient? If so, try using radiosity in its place (and
>set ambient to 0). Even very crude radiosity is often better than ambient.
Using radiosity. I prefer to use fill lights rather than ambient
(never liked the way ambient looks except for objects that are meant
to be bright, e.g. light sources)
>- Photons would likely take far too long, but you might set caustic
>values for the glass if you haven't already.
I was considering photons, but was dubious about how much they would
add. Something to add to the try list.
>I'm sure that other people will have suggestions as well (one of the
>Chrises has a veritable pamphlet of lighting and glass-texturing tips, IIRC).
You've given me plenty to be getting on with here. (I'm just glad now
that I've got a computer quiet enough to stay on whilst I'm trying to
sleep :-)
Justin
_ __ __ _
\/ \ Justin Whitton / \/
_/\__/ mail: jus### [at] rayjay clara co uk \__/\_
\/ \ web: www.rayjay.clara.co.uk / \/
_/\__/\MSN Messenger ID:msn### [at] rayjay clara co uk/\__/\_
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On Wed, 07 Mar 2001 14:13:37 -0800, Bryan Valencia
<bry### [at] 209software com> wrote:
>The Glass looks more like plastic to me.
The IOR of glass, but I've probably got the fade colour and surface
properties all wrong. Xplo has given me some suggestions, so there is
a chance it will improve :-)
_ __ __ _
\/ \ Justin Whitton / \/
_/\__/ mail: jus### [at] rayjay clara co uk \__/\_
\/ \ web: www.rayjay.clara.co.uk / \/
_/\__/\MSN Messenger ID:msn### [at] rayjay clara co uk/\__/\_
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From: Alberto
Subject: Re: Sculpture in glass and metal 1 (51KBbu) - sculp1.jpg
Date: 7 Mar 2001 20:08:06
Message: <3AA6DB58.508457D6@usb.ve>
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I like this image.
Have you considered the use of absorbing media? I have found that the
effects you can get with media and fade_color are distinct and you can
play with both of them.
Regards, Alberto.
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On Wed, 07 Mar 2001 21:07:37 -0400, Alberto <jac### [at] usb ve> wrote:
>Have you considered the use of absorbing media? I have found that the
>effects you can get with media and fade_color are distinct and you can
>play with both of them.
The original images used absorption to get the green in the glass,
these updates use fade_color. I've gone back to using media whilst I
try out Xplo's suggestions.
_ __ __ _
\/ \ Justin Whitton / \/
_/\__/ mail: jus### [at] rayjay clara co uk \__/\_
\/ \ web: www.rayjay.clara.co.uk / \/
_/\__/\MSN Messenger ID:msn### [at] rayjay clara co uk/\__/\_
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From: Nekar Xenos
Subject: Re: Sculpture in glass and metal 1 (51KBbu) - sculp1.jpg
Date: 9 Mar 2001 03:11:53
Message: <3aa89049@news.povray.org>
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> >The Glass looks more like plastic to me.
>
> The IOR of glass,
Maybe it's just because glass can't easily be cut like that. In real life I
think it would have to be moulded in which case the edges would be a lot
rounder. I think I saw a bevel macro posted recently - that might help.
Nekar Xenos
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