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Hello all,
The image nice-plug(in).jpg was taken from the rhino forum. It was modelled
in Rhino and rendered in Flamingo. The image stolen_plug_idea.jpg is my
version, modelled in Rhino, set up and textured in Moray, and rendered in
POV. The models and positioning are obviously not going to be exact, there
is also no focal blur. Now for what I need help with.
1) Can anyone help me with a good plastic texture? As you can see, mine
sucks. The highlights are nowhere near as good as the original (esp. on the
rightmost yellow plug.)
2) The lighting in mine sucks. I have no definition in the shadows, but if
I use a non-shadow casting point light with a low multiplier to help show
some detail in the shadow areas, it gets washed out. Any ideas?
3) How can I make a blurred shadow in Moray? I can not seem to be able to
do this.
If anyone can help a decent modeller but terrible texture/lighting guy
out, I would really appreciate it. Thanks.
Oldstench................
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Attachments:
Download 'nice-plug(in).jpg' (61 KB)
Download 'stolen_plug_idea.jpg' (43 KB)
Preview of image 'nice-plug(in).jpg'
![nice-plug(in).jpg](/povray.binaries.images/attachment/%3Cp96hitcda0l0iuc5rvc8kn50cfnun5v26m%404ax.com%3E/nice-plug%28in%29.jpg?preview=1)
Preview of image 'stolen_plug_idea.jpg'
![stolen_plug_idea.jpg](/povray.binaries.images/attachment/%3Cp96hitcda0l0iuc5rvc8kn50cfnun5v26m%404ax.com%3E/stolen_plug_idea.jpg?preview=1)
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Oldstench <sor### [at] butno com> wrote in message
news:p96hitcda0l0iuc5rvc8kn50cfnun5v26m@4ax.com...
>
> 1) Can anyone help me with a good plastic texture? As you can see, mine
> sucks. The highlights are nowhere near as good as the original (esp. on
the
> rightmost yellow plug.)
What's your finish settings? If you're using metallic which it looks like
you are)
then remove it
Try something like
finish {
ambient 0
diffuse 0.78
specular 1
roughness 0.01
}
>
> 3) How can I make a blurred shadow in Moray? I can not seem to be able to
> do this.
>
Area light, but your shadows look blurred already. What's the problem?
Gail
*************************************************************************
* gsh### [at] monotix co za * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* The difficult we do immediately, the impossible takes a little longer *
*************************************************************************
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From: Bill DeWitt
Subject: Re: Help with lighting/texturing and such
Date: 14 Jun 2001 07:11:38
Message: <3b289bea@news.povray.org>
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What Gail said. Mostly drop the ambient to nearly zero.
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And if you look hard enough, you can see you got perspective a bit wrong...
May I suggest moving the camera farther from its point of view and reduce the
viewing angle...
--
|| 'How do you know I'm mad?' said Alice.
|| 'You must be,' said the Cat, 'or you wouldn't have come here.'
--
Simon Lemieux (lem### [at] yahoo com)
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Oldstench wrote:
> If anyone can help a decent modeller but terrible texture/lighting guy
> out, I would really appreciate it. Thanks.
Megapov's radiosity would really help a lot (see TonyB's post a few lines
above) to add realism.
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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"Gail Shaw" <gsh### [at] monotix co za> wrote:
>
>Oldstench <sor### [at] butno com> wrote in message
>news:p96hitcda0l0iuc5rvc8kn50cfnun5v26m@4ax.com...
>>
>> 1) Can anyone help me with a good plastic texture? As you can see, mine
>> sucks. The highlights are nowhere near as good as the original (esp. on
>the
>> rightmost yellow plug.)
>
>What's your finish settings? If you're using metallic which it looks like
>you are)
>then remove it
>
>Try something like
> finish {
> ambient 0
> diffuse 0.78
> specular 1
> roughness 0.01
> }
>
>>
>> 3) How can I make a blurred shadow in Moray? I can not seem to be able to
>> do this.
>>
>
>Area light, but your shadows look blurred already. What's the problem?
I meant to say blurred reflections. Sorry
>
>Gail
>*************************************************************************
>* gsh### [at] monotix co za * Step into the abyss, *
>* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
>*************************************************************************
>* The difficult we do immediately, the impossible takes a little longer *
>*************************************************************************
>
>
Oldstench................
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Simon Lemieux <lem### [at] yahoo com> wrote:
>And if you look hard enough, you can see you got perspective a bit wrong...
>
>May I suggest moving the camera farther from its point of view and reduce the
>viewing angle...
>
>--
Yeah, I can see that, but I wasn't trying to get it perfect, I just wanted
to try to get realistic textures and lighting. The models aren't the right
size either, but I just guesstimated from the picture. Thanks for the
input.
Oldstench................
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>Megapov's radiosity would really help a lot (see TonyB's post a few lines
>above) to add realism.
>
>G.
Is Megapov's radiosity any different from regular Pov's?
Oldstench................
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Oldstench wrote:
> Is Megapov's radiosity any different from regular Pov's?
It gives better results and is easier to set up. It's also faster, unless one
cranks up the quality to extreme.
There's code for it in the scene-files groups, or you can go to Christoph
Hormann's page for his Megapov rad tutorial.
http://www.schunter.etc.tu-bs.de/~chris/
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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I think things are not so bad as you think. If you could use radiosity
to model the shadows (i.e.. in that shadowed groove of the yellow plug
to the right) and use focal blur things would look a lot better.
As far as modeling goes, it looks like you actually see light source
reflected on the plastic in the original. I think that's why the
highlights are so saturated. You could use the looks like keyword in
the light source declaration to make something that looks a bit like a
fluorescent light fixture.
I also agree that you need to drop your ambient down a bit, and turn the
specular, diffuse, and/or phong highlights up. Plus, add in some amount
of reflection to the plastic.
Ben
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