![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
(There is no Belleville Dream - 2)
Post a reply to this message
Attachments:
Download 'bellevue.detail3.jpg' (146 KB)
Preview of image 'bellevue.detail3.jpg'
![bellevue.detail3.jpg](/povray.binaries.images/attachment/%3C43bb4363%40news.povray.org%3E/bellevue.detail3.jpg?preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Post a reply to this message
Attachments:
Download 'bellevue.detail4.jpg' (71 KB)
Preview of image 'bellevue.detail4.jpg'
![bellevue.detail4.jpg](/povray.binaries.images/attachment/%3C43bb4393%40news.povray.org%3E/bellevue.detail4.jpg?preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Beautiful rusty metal texture. I especially like the reflections in the
parts of the paint that haven't weatherd away yet. A procedural texture or
an image_map? If procedural, mind sharing the code????
Ken
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Kenneth wrote:
> Beautiful rusty metal texture. I especially like the reflections in the
> parts of the paint that haven't weatherd away yet. A procedural texture or
> an image_map? If procedural, mind sharing the code????
Sadly that is the only non-orignal element in the scene (other than the
textures that come with povray) ..
Someone known as 'Xplo Eristotle' posted it back in 2000:
http://news.povray.org/povray.text.scene-files/thread/%3C38E7BA86.4122748B@unforgettable.com%3E/?ttop=213650&toff=400
Cheers!
Rick Measham
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Rick Measham wrote:
> Watching The Triplets of Belleville the other night and the dog goes
> into a dream sequence several times. Always he's on the top of this
> steam-engine type train device. I loved the look of it, so I drew it
> from the screen, then created it in POV-Ray.
>
> The gears are fully meshing and it uses the clock to determine the
> piston, shaft, gear and wheel positions.
>
> Detailed views to follow. Annimation to be posted in P.B.A.
Looks like something you'd see in a Myst game.
Regards,
John
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Rick Measham" <rickm*at%isite.net.au> schreef in bericht
news:43bb42aa@news.povray.org...
> Watching The Triplets of Belleville the other night and the dog goes
> into a dream sequence several times. Always he's on the top of this
> steam-engine type train device. I loved the look of it, so I drew it
> from the screen, then created it in POV-Ray.
>
> The gears are fully meshing and it uses the clock to determine the
> piston, shaft, gear and wheel positions.
>
> Detailed views to follow. Annimation to be posted in P.B.A.
>
>
Very nice! Remembers me the film. Now you will have to model the dog too!!
Thomas
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thomas de Groot wrote:
> Very nice! Remembers me the film. Now you will have to model the dog too!!
Thanks! The dog would be fun .. but probably won't get done :)
My current task is to work out how to get the chrome and brass looking
less 'plastic' ..
Cheers!
Rick Measham
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Rick Measham <rickm*at%isite.net.au> wrote:
> My current task is to work out how to get the chrome and brass looking
> less 'plastic' ..
>
> Cheers!
> Rick Measham
Use the metallic keyword
Low diffuse and ambient (I always use ambient 0, for diffuse you can use 0
for highly polished, or use low values for slightly tarnished)
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Trevor G Quayle wrote:
> Use the metallic keyword
> Low diffuse and ambient (I always use ambient 0, for diffuse you can use 0
> for highly polished, or use low values for slightly tarnished)
Yeah, Immediately after I posted that, I realised that the default
textures probably had an ambient set .. I was right :) .. I had a
default finish ambient 0, but the default textures seem to explicitly
have an ambient set.
Here's the new one, it's now just a little on the dark side, but at
least it's looking metallic!
Cheers!
Rick Measham
Post a reply to this message
Attachments:
Download 'bellevue.detail3b.jpg' (149 KB)
Preview of image 'bellevue.detail3b.jpg'
![bellevue.detail3b.jpg](/povray.binaries.images/attachment/%3C43bd96a6%40news.povray.org%3E/bellevue.detail3b.jpg?preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Rick Measham" <rickm*at%isite.net.au> wrote in message
news:43bd96a6@news.povray.org...
> Trevor G Quayle wrote:
>> Use the metallic keyword
>> Low diffuse and ambient (I always use ambient 0, for diffuse you can use
>> 0
>> for highly polished, or use low values for slightly tarnished)
>
> Yeah, Immediately after I posted that, I realised that the default
> textures probably had an ambient set .. I was right :) .. I had a
> default finish ambient 0, but the default textures seem to explicitly
> have an ambient set.
>
> Here's the new one, it's now just a little on the dark side, but at
> least it's looking metallic!
>
> Cheers!
> Rick Measham
>
Much better. A couple notes though
1) the rusted part seems to be reflecting too much for its level of
corrosion
2) not sure what you're using for highlighting, but it's too diffuse to make
a convincing polished chrome and brass, again here I prefer pureland style
and not use the internal specular highlighting options but use visible light
sorces instead and rely on reflection of the environment. The 'true' feel
of chrome is how it reflects it's environment. However this may not give
you the results you are looking for without background objects or scenery to
reflect. If you don't want to go through the trouble of building the
environment, then adjust the specular highlighting to be much more sharp.
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |