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Another lambda picture - beautiful to look at, but still completely
inappropriate for a logo. :-(
I'm trying to get that hyper-shiny look that all Apple Mac stuff has.
But so far I'm nowhere near...
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Orchid XP v3 wrote:
> Another lambda picture - beautiful to look at, but still completely
> inappropriate for a logo. :-(
>
> I'm trying to get that hyper-shiny look that all Apple Mac stuff has.
> But so far I'm nowhere near...
No, you're getting somewhere, as far as a useful logo goes. Just
remember those Apple icons rely on sort of a subsurface scattering
effect, like a translucent gemstone. Some scattering/absorption media in
the circle would help with that. You would have to specify photon
interaction with the media, of course. The finish would have to be
reflective (with fresnel or falloff), and there would have to be a
sharp, white reflective texture or surface in the sky somewhere.
~Sam
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>> I'm trying to get that hyper-shiny look that all Apple Mac stuff has.
>> But so far I'm nowhere near...
>
> No, you're getting somewhere, as far as a useful logo goes. Just
> remember those Apple icons rely on sort of a subsurface scattering
> effect, like a translucent gemstone. Some scattering/absorption media in
> the circle would help with that. You would have to specify photon
> interaction with the media, of course. The finish would have to be
> reflective (with fresnel or falloff), and there would have to be a
> sharp, white reflective texture or surface in the sky somewhere.
Just remember that Apple's stuff is all hand-drawn vector graphics, not
raytraced. There's probably quite a bit of artistic license in there.
(Unfortunately, I massively lack skill in that direction.)
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Just a humble suggestion - Have you tried making the lambda symbol rounded,
to match the sphere? For example:
#local Symbol = text {ttf "C:\Windows\Fonts\Arial.ttf" "S" 1, 0}
#local RoundedSymbol = object {
union {
intersection {
object {Symbol translate <-max_extent (Symbol).x / 2, -max_extent
(Symbol).y / 2, -1.001>}
sphere {0, 1}
sphere {0, .96 inverse} //Separate symbol from sphere slightly
texture {T_Chrome_3D}
} //intersection
sphere {0, .94 texture {pigment {color White} finish {specular .4
roughness .006}}}
} //union
} //object
object {RoundedSymbol rotate 30 * y}
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Orchid XP v3 wrote:
> Just remember that Apple's stuff is all hand-drawn vector graphics, not
> raytraced. There's probably quite a bit of artistic license in there.
That's true. The stuff looks like sss, if what I meant.
> (Unfortunately, I massively lack skill in that direction.)
Hey, I'm sure if you try to copy a look and all it's attributes, you'll
do just fine!
~Sam
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i think you should use splines for the lambda instead of straight cylinders.
not bad, otherwise.
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