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Hi fellow POVers,
I'm working on the metallic material, but I think the result is worth
posting now. Maybe you can rate the photo-realism of it on a scale from 1-10
(10 being best) ?
The surroundings aren't too "warm", I know. It's grey and doesn't really fit
the motif... But it's a test... My original plan was also to make the blue
plastic into glass, but I haven't got that to work yet, and it will slow
down rendering. Rendering time for this image was 2 hours 20 minutes on AMD
1.4 GHz. (because I used focal blur with 80 samples)... I did not use
photons (doesn't seem to matter in this case) nor did I use radiosity. I did
the modelling in Wings3D.
Any comments are welcome.
Regards,
Hugo
Post a reply to this message
Attachments:
Download 'Parfum_Flacon_1.jpg' (55 KB)
Preview of image 'Parfum_Flacon_1.jpg'

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All thumbs up! I'd give in an 8 on your scale (if 10 was perfect). I
think this is mainly due to the pretty unrealistic background (as of
composition, not the look of it).
> I did not use photons (doesn't seem to matter in this case) nor did
> I use radiosity. I did
Wow! Great job on lighting, textures and modelling. Can't wait to see
the final :)
Florian
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i'd give the metallic texture about a 9 or a high 8. however, it makes me
recalibrate the judging of my best metallic textures and places them around
3 or 4. overall for the image i'd give it an 8.
are the specular highlights caused by light or by a very bright white
object? so is it more a reflection of a white object, or a highlight?
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The metal looks really good, though I'm not sure that's the same as being
realistic. Real metal often looks quite unremarkable and boring, which yours
certainly isn't!
I'd give it an 8 compared to the best renders and photos I've seen of metal, but
I think I might increase that score if you render it on a more familiar object
so I can judge more fairly (one thinks of Jaime Vives Piqueres' nuts & bolts as
a good example of a mundane object showing off a really good metal texture).
--
Tek
www.evilsuperbrain.com
"Hugo Asm" <hua### [at] post3 tele dk> wrote in message
news:40e32b76@news.povray.org...
> Hi fellow POVers,
>
> I'm working on the metallic material, but I think the result is worth
> posting now. Maybe you can rate the photo-realism of it on a scale from 1-10
> (10 being best) ?
>
> The surroundings aren't too "warm", I know. It's grey and doesn't really fit
> the motif... But it's a test... My original plan was also to make the blue
> plastic into glass, but I haven't got that to work yet, and it will slow
> down rendering. Rendering time for this image was 2 hours 20 minutes on AMD
> 1.4 GHz. (because I used focal blur with 80 samples)... I did not use
> photons (doesn't seem to matter in this case) nor did I use radiosity. I did
> the modelling in Wings3D.
>
> Any comments are welcome.
>
> Regards,
> Hugo
>
>
>
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Hi Florian,
Thanks for the thumbs up! I agree with you, that the background doesn't
really suit the bottle and looks rather uncommon...
> Great job on lighting, textures and modelling.
> Can't wait to see the final :)
Thanks for the encouragement! :-) I hope to improve it further, and to use
the flacon in a more complex scenery.
Regards,
Hugo
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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
Post a reply to this message
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] post3 tele dk 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
Post a reply to this message
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