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Hi All,
This is a model of a gyroscope I've been working on for a larger picture. I
like the shape, and basic design but I don't like how a lot of the textures
turned out. The gyroscope Mass and housing should be "polished stainless
steel" while the outer holder is brass. Both look like plastic. Also the
wood on the base turned out nice, but the rest just doesn't seem right.
Wood on flat or near flat surfaces like the base seems pretty easy, does
anyone have any advice on wood over curving or cylindrical surfaces? As
always any other advice or comments are gladly accepted.
JFMILLER
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From: Sir Charles W Shults III
Subject: Re: Gyroscope -- Texture Advice Wanted [WIP]
Date: 21 Aug 2002 08:22:33
Message: <3d638609$1@news.povray.org>
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For the metal, try the "metallic" and "reflection" keywords. For the wood
that doesn't look right, try rotating the grain pattern.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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The brilliance keyword is pretty important when working with metal
textures. Bump it up to brilliance 5 or 10 or so. Also, reflective
surfaces need something to reflect in order to look good. Try adding a
sky_sphere.
And as jfmiller said, rotate the wood pattern. I would try rotate x*95
for the wooden cylinder.
/ martin
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From: Dave Blandston
Subject: Re: Gyroscope -- Texture Advice Wanted [WIP]
Date: 21 Aug 2002 09:03:35
Message: <3d638fa7@news.povray.org>
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Hi there,
I don't have much experience with wood textures, but here's a little trick
that can help metal textures look a little better: put a plane or dome shape
well behind the camera, and give it a suitably scaled black and white or
grey bozo pigment. I usually just use the included metal textures (T_Gold_3D
and T_Gold_5E are my favorites), and this technique often adds some
interesting highlights to the metal parts of a scene.
Another trick I stumbled on once was to use radiosity to get a glowing
"aura" around the edges of a metal surface. It's hard to duplicate, but
looks pretty cool. Here's a little example to illustrate...
Regards,
Dave Blandston
PS - Nice job on the modeling. I like the wooden base as it is, except the
glass and stand underneath look a little awkward to me.
"jfmiller" <jfm### [at] hotmail com> wrote in message
news:3d63166b@news.povray.org...
> Hi All,
>
> This is a model of a gyroscope I've been working on for a larger picture.
I
> like the shape, and basic design but I don't like how a lot of the
textures
> turned out. The gyroscope Mass and housing should be "polished stainless
> steel" while the outer holder is brass. Both look like plastic. Also
the
> wood on the base turned out nice, but the rest just doesn't seem right.
> Wood on flat or near flat surfaces like the base seems pretty easy, does
> anyone have any advice on wood over curving or cylindrical surfaces? As
> always any other advice or comments are gladly accepted.
>
> JFMILLER
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![metal.jpg](/povray.binaries.images/attachment/%3C3d638fa7%40news.povray.org%3E/metal.jpg?preview=1)
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Thank you all for your help. Here is the new version. I still think I need
to play with the orientation of the wood texture on the upper part of the
bace but at least now it doesn't look like it's been atacked by a Zebra.
I'm not going to worry too much about adding something like a sky sphere to
reflect sence this modle will end up in a larger seen with walls roof and
objects to provide reflecting texture.
Once again thanks for the help.
JFMILLER
"Martin Magnusson" <lov### [at] frustratedhousewives zzn com> wrote in message
news:3D6### [at] frustratedhousewives zzn com...
> The brilliance keyword is pretty important when working with metal
> textures. Bump it up to brilliance 5 or 10 or so. Also, reflective
> surfaces need something to reflect in order to look good. Try adding a
> sky_sphere.
>
> And as jfmiller said, rotate the wood pattern. I would try rotate x*95
> for the wooden cylinder.
>
> / martin
>
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Attachments:
Download 'Room.jpg' (58 KB)
Preview of image 'Room.jpg'
![Room.jpg](/povray.binaries.images/attachment/%3C3d63e0da%241%40news.povray.org%3E/Room.jpg?preview=1)
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don't know if this is doable, but here it goes....
I don't think that your gyroscope is made out of only a few pieces of wood,
but I would guess that there are more seperate parts of wood per surface.
what I'm trying to say is this: think about how you would go about
constructing this in real life... what parts do you need? then have that
come back in the picture. you would get seams and textures that don't flow
on over whole surfaces.
also/mainly: take a look at the big block of wood with the arrow on it. Is
that possible? the texture seems off to me. a tree grows in circles, but I'm
not able to translate that block to some shape that would make the texture
circular, if you know what I mean...
"jfmiller" <jfm### [at] hotmail com> wrote in message
news:3d63e0da$1@news.povray.org...
> Thank you all for your help. Here is the new version. I still think I
need
> to play with the orientation of the wood texture on the upper part of the
> bace but at least now it doesn't look like it's been atacked by a Zebra.
>
> I'm not going to worry too much about adding something like a sky sphere
to
> reflect sence this modle will end up in a larger seen with walls roof and
> objects to provide reflecting texture.
>
> Once again thanks for the help.
>
> JFMILLER
>
>
> "Martin Magnusson" <lov### [at] frustratedhousewives zzn com> wrote in
message
> news:3D6### [at] frustratedhousewives zzn com...
> > The brilliance keyword is pretty important when working with metal
> > textures. Bump it up to brilliance 5 or 10 or so. Also, reflective
> > surfaces need something to reflect in order to look good. Try adding a
> > sky_sphere.
> >
> > And as jfmiller said, rotate the wood pattern. I would try rotate x*95
> > for the wooden cylinder.
> >
> > / martin
> >
>
>
>
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For the metal take a look at Rune's brushed metal macro
http://runevision.com/3d/povgoodies/povgoodies.asp
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From: jfmiller
Subject: Re: Gyroscope -- Texture Advice Wanted [WIP]
Date: 22 Aug 2002 16:07:00
Message: <3d654464@news.povray.org>
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Thanks,
That Macro is already being used on the scales. For the brass work I wanted
more of a pollished look.
JFMILLER
"James W Foster" <j.f### [at] wcom com> wrote in message
news:3D64F8B1.F104685E@wcom.com...
> For the metal take a look at Rune's brushed metal macro
>
> http://runevision.com/3d/povgoodies/povgoodies.asp
>
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