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From: Nekar Xenos
Subject: WIP Car 2
Date: 12 Sep 2001 03:40:46
Message: <3b9f117e@news.povray.org>
I've made the car a macro, so now I can change colour and wheel direction with
different cars. The shape is getting more like I want it, but it's not perfect
yet. The windows still aren't quite right yet, I'll have to work on that still.
The rear view mirrors suddenly look massive, so I'll have to change that (it
looked fine on my 14 inch monitor at home - the 17 inch at work makes quite a
difference).

I'm looking for a good metallic texture. I'm trying to get a nice metallic teal
that tends to look more purplish in the shadow areas and more cyan on the
highlights like this :
http://members.fortunecity.com/vectorfiles/pics/-m12/blue/blue.jpg

--
- Nekar


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Attachments:
Download 'Car 3-5.jpg' (68 KB)

Preview of image 'Car 3-5.jpg'
Car 3-5.jpg


 

From: blessing
Subject: Re: WIP Car 2
Date: 12 Sep 2001 07:11:36
Message: <3b9f42e8@news.povray.org>
I think it looks good with big mirrors.
Its a cool car!

Gary
Introduction:
I'm new to the pov-ray newsgroups but have been using pov for about 6
monthes.

Nekar Xenos <j-p### [at] citywalkcoza> wrote in message
news:3b9f117e@news.povray.org...
> I've made the car a macro, so now I can change colour and wheel direction
with
> different cars. The shape is getting more like I want it, but it's not
perfect
> yet. The windows still aren't quite right yet, I'll have to work on that
still.
> The rear view mirrors suddenly look massive, so I'll have to change that
(it
> looked fine on my 14 inch monitor at home - the 17 inch at work makes
quite a
> difference).
>
> I'm looking for a good metallic texture. I'm trying to get a nice metallic
teal
> that tends to look more purplish in the shadow areas and more cyan on the
> highlights like this :
> http://members.fortunecity.com/vectorfiles/pics/-m12/blue/blue.jpg
>
> --
> - Nekar
>
>
>


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From: Nekar Xenos
Subject: Re: WIP Car 2
Date: 12 Sep 2001 07:18:41
Message: <3b9f4491@news.povray.org>
"blessing" <ble### [at] icefognet> wrote in message
news:3b9f42e8@news.povray.org...
> I think it looks good with big mirrors.
> Its a cool car!
>
Thanks, wish I could make it, but looking at the status of Vector Aeromotive
Corporation and similar companies, rather not...

> Gary
> Introduction:
> I'm new to the pov-ray newsgroups but have been using pov for about 6
> monthes.
>

I've been Poving on and off since 3.0 but I don't get much time...

Blessings,

- Nekar


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From: Bill DeWitt
Subject: Re: WIP Car 2
Date: 12 Sep 2001 08:40:01
Message: <3b9f57a1$1@news.povray.org>
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote :
>
> The windows still aren't quite right yet, I'll have to work on that still.

    They need an edge. No matter how hard you try for streamlining, windows
will always have an edge.


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From: Nekar Xenos
Subject: Re: WIP Car 2
Date: 12 Sep 2001 09:46:11
Message: <3b9f6723@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3b9f57a1$1@news.povray.org...
>
> "Nekar Xenos" <j-p### [at] citywalkcoza> wrote :
> >
> > The windows still aren't quite right yet, I'll have to work on that still.
>
>     They need an edge. No matter how hard you try for streamlining, windows
> will always have an edge.
>

I wonder how much that edge affects the drag coefficient of the vehicle?  ;)

I did the shapes of the windows with blobs but it's not right yet. I guess it
would be better to try primitives instead.

- Nekar


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From: JRG
Subject: Re: WIP Car 2
Date: 12 Sep 2001 15:13:22
Message: <3b9fb3d2@news.povray.org>
To me the shape looks really good. But I think you should improve the
textures, both metal and glass.
I couldn't see your example (the link you posted seems bad or something),
but I would suggest more variable reflections (something like reflection
{0.2,0.8 falloff 3}-you are using POV 3.5 AREN'T YOU?), ambient 0 (but you'd
loose your purplish shadow I think), higher brilliance and maybe lower
diffuse. Ah, and specular highligths should be a bit stronger (not too much
imo) and maybe just a little less dull.
Keep up the good work.

--
Jonathan
"Nekar Xenos" <j-p### [at] citywalkcoza> ha scritto nel messaggio
news:3b9f117e@news.povray.org...
> I've made the car a macro, so now I can change colour and wheel direction
with
> different cars. The shape is getting more like I want it, but it's not
perfect
> yet. The windows still aren't quite right yet, I'll have to work on that
still.
> The rear view mirrors suddenly look massive, so I'll have to change that
(it
> looked fine on my 14 inch monitor at home - the 17 inch at work makes
quite a
> difference).
>
> I'm looking for a good metallic texture. I'm trying to get a nice metallic
teal
> that tends to look more purplish in the shadow areas and more cyan on the
> highlights like this :
> http://members.fortunecity.com/vectorfiles/pics/-m12/blue/blue.jpg
>
> --
> - Nekar
>
>
>


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From: Jari Juslin
Subject: Re: WIP Car 2
Date: 12 Sep 2001 23:46:03
Message: <3BA02BFA.BF1FA369@iki.fi>
Nekar Xenos wrote:
> I'm looking for a good metallic texture. I'm trying to get a nice
> metallic teal that tends to look more purplish in the shadow areas
> and more cyan on the highlights

I am right now experimenting with ancient-looking gold, and I have
somehow succeeded in changing the color for brighter parts. The ancient
gold should look a little browhish in darker parts and greenish in
highlights. I achieved this by first making a brownish gold texture and
then adding 100% transclusent layer over it with greenish color and
highlights that spread wide. This way the brighter parts get the green
color - that is totally invisible everywhere else than the highlight.

Attached is a quick demonstration of the the technique.

-- 
          /"\                           |    iki.
          \ /     ASCII Ribbon Campaign |    fi/
           X      Against HTML Mail     |    zds
          / \


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Attachments:
Download 'metal_test0.jpg' (15 KB)

Preview of image 'metal_test0.jpg'
metal_test0.jpg


 

From: Nekar Xenos
Subject: Re: WIP Car 2
Date: 13 Sep 2001 02:29:15
Message: <3ba0523b@news.povray.org>
"Jari Juslin" <zds### [at] ikifi> wrote in message news:3BA02BFA.BF1FA369@iki.fi...
> Nekar Xenos wrote:
> > I'm looking for a good metallic texture. I'm trying to get a nice
> > metallic teal that tends to look more purplish in the shadow areas
> > and more cyan on the highlights
>
> I am right now experimenting with ancient-looking gold, and I have
> somehow succeeded in changing the color for brighter parts. The ancient
> gold should look a little browhish in darker parts and greenish in
> highlights. I achieved this by first making a brownish gold texture and
> then adding 100% transclusent layer over it with greenish color and
> highlights that spread wide. This way the brighter parts get the green
> color - that is totally invisible everywhere else than the highlight.

I was actually thing of doing it the other way 'round which of course wouldn't
work.

Thanks.

- Nekar


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From: Nekar Xenos
Subject: Re: WIP Car 2
Date: 13 Sep 2001 02:39:04
Message: <3ba05488@news.povray.org>
"JRG" <jrg### [at] hotmailcom> wrote in message news:3b9fb3d2@news.povray.org...
> To me the shape looks really good. But I think you should improve the
> textures, both metal and glass.
> I couldn't see your example (the link you posted seems bad or something),
> but I would suggest more variable reflections (something like reflection
> {0.2,0.8 falloff 3}
I'll try that.

>-you are using POV 3.5 AREN'T YOU?)
Who me?  ;)

>, ambient 0 (but you'd
> loose your purplish shadow I think), higher brilliance and maybe lower
> diffuse. Ah, and specular highligths should be a bit stronger (not too much
> imo) and maybe just a little less dull.
I've got 'specular 1' but I think it's 'metallic on' that's making it dull.

Thanks,

- Nekar


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From: Nekar Xenos
Subject: Re: WIP Car 2
Date: 13 Sep 2001 09:58:57
Message: <3ba0bba1@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3b9f57a1$1@news.povray.org...
>
> "Nekar Xenos" <j-p### [at] citywalkcoza> wrote :
> >
> > The windows still aren't quite right yet, I'll have to work on that still.
>
>     They need an edge. No matter how hard you try for streamlining, windows
> will always have an edge.
>
Do you have any ideas on how to do that, Bill? I've been thinking of using trace
+ sphere-sweeps + CSG, but I've never used trace before. Am I on the right
track?

Thanks,

- Nekar


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