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Hi Ross,
Thanks for rating my image so high. :-) The material consists of 2
textures, one which simulates metal and one which simulates dirt:
Texture 1 (metal):
Plain yellow color, almost zero diffuse.
Highly reflective; does not use variable reflection.
Has a bump map to simulate "brushed metal" (I'm not sure how successful
that is yet)
Texture 2 (dirt):
Plain white color, with slightly higher diffuse value than texture 1.
Less reflective and uses variable reflection.
Has no maps.
The two textures are then combined with a texture map, that tells where the
dirt is located, and how dirty it is.
> are the specular highlights caused by light or by a very
> bright white object?
It's a combination because I'm experimenting a little. But I think it's most
valid to say the specular highlights come from 2 bright objects, one to the
left and one behind (and above) the bottle.
Regards,
Hugo
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Hi Tek,
Thanks for rating my image! It seems you all agree on the "8" and that's not
so bad, hehe... But I'd like to reach 10 of course... Well, your idea with a
"nuts and bolts" scene is good. I will try that.
Regards,
Hugo
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Hugo Asm wrote:
Very nice. Looks like Wedgwood. The very bottom of the model is the only
part IMO which you couldn't pass off as a photo.
-Shay
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The bottle fits exactly in the metal. Can I ask how you did that?
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> The bottle fits exactly in the metal.
> Can I ask how you did that?
Sure. Maybe this can help you?
This is the unsmoothed, raw version.
Regards,
Hugo
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Attachments:
Download 'Parfum_Flacon_Cage.gif' (24 KB)
Preview of image 'Parfum_Flacon_Cage.gif'
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Hi Shay,
How are you doing? Improving your programming skills?
Well, the bottom ... I haven't noticed any particular problem there. Maybe
something about the shadows, or do you think it reveals the ground is a
simple plane, or ... it lacks subsurface scattering, or ... bad modelling?
:-)
Regards,
Hugo
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Not 100% sure but that's because I don't know Wings3d that well yet.
Thanks!
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hua### [at] post3teledk news:40e48197@news.povray.org
> Sure. Maybe this can help you?
> This is the unsmoothed, raw version.
What tools You used to smooth it? There was some nice SDL(afair) algorithm
for smoothing boxes, there was an example showing a taddy-bear moddeled
from boxes smoothed togeather with gave realy good effect... anyone
remember/ try that?
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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> What tools You used to smooth it?
Wings3d.
> There was some nice SDL(afair) algorithm for smoothing boxes
That's right but I haven't tried. The SDL solution are bound to be a lot
slower, and I don't think it saves any memory; only diskspace, but that
doesn't matter... There is also a patched version of POV-Ray with internal
smoothing (subdividing) that has just been released. It's called Pov-Sub. It
would be cool if this worked during rendering instead of during parsing (so
far it doesn't) and perhaps it could feature surface-displacement during
rendering. That would be cool, assuming it's not a slow-runner. So far,
Pov-Sub lacks the MegaPOV features so I have little use for it.
Regards,
Hugo
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Hugo Asm wrote:
> Hi Shay,
> How are you doing? Improving your programming skills?
Workin' on it.
>
> Well, the bottom ... I haven't noticed any particular problem there. Maybe
> something about the shadows, or do you think it reveals the ground is a
> simple plane, or ... it lacks subsurface scattering, or ... bad modelling?
> :-)
>
The bottom just looks a lot like a perfect torus. Probably just a
prejudice I have built up from seeing too many simple CSG bottles with a
similar-looking bast to your complex mesh bottle... or maybe I've just
seen too much Wedgwood (I know you weren't going for Wedgwood, but there
is a bit of similarity in the finish), which tends to have squarish
curves like those on the top of your model.
-Shay
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