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I've just started to get back into POVray .. I need to work out how to
get the textures right, though I'm a lot happier now than I was 2 hours ago.
I marked this WIP, but I'm not sure that it is .. I've kinda reached the
end of my texturing knowledge.
The POV is available for anyone who wants to play:
http://rick.measham.id.au/paste/razor.pov
The HDR image is from
http://gl.ict.usc.edu/Data/HighResProbes/probes/ennis.hdr
I used MegaPOV to render it (so as to get the hdr :))
Cheers!
Rick Measham
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Attachments:
Download 'razor.png' (298 KB)
Preview of image 'razor.png'
![razor.png](/povray.binaries.images/attachment/%3C465a911b%40news.povray.org%3E/razor.png?ttop=443866&toff=3800&preview=1)
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Rick Measham <ric### [at] die spammer die isite net au> wrote:
> I've just started to get back into POVray .. I need to work out how to
> get the textures right, though I'm a lot happier now than I was 2 hours ago.
>
> I marked this WIP, but I'm not sure that it is .. I've kinda reached the
> end of my texturing knowledge.
>
> The POV is available for anyone who wants to play:
> http://rick.measham.id.au/paste/razor.pov
>
> The HDR image is from
> http://gl.ict.usc.edu/Data/HighResProbes/probes/ennis.hdr
>
> I used MegaPOV to render it (so as to get the hdr :))
>
> Cheers!
> Rick Measham
Whoa didnt think such was possible but with a 54.4 meg file, suppose you
could do anything. WTH is ennis.hdr, geeze thought I was overkilling with a
2.3 meg image file.
Heinous, dude
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> I marked this WIP, but I'm not sure that it is .. I've kinda reached the
> end of my texturing knowledge.
I think the HDR is a bit wasted on your image. If you want to use
it for radiosity lighting, you should give the surrounding sphere
a high ambient value such as finish {ambient 1} (you still need a
normal light source to avoid splotchiness, or look for the light
dome macros by Tek or Trevor G Quayle) in p.b.s-f).
If you want to use it to improve the look of metallic textures,
you need to give them a higher value for reflection (0.07 is not
really very much), and make them smoother. Finally, the scenery
could be rearranged to show more interesting reflections.
I attached a sample render of your scene with ambient 1 for the HDR,
light + HDR rotated by 90*y, and the texture modified as follows:
#declare Chrome_Texture =
texture {
pigment { rgb <0.658824, 0.658824, 0.658824> }
finish {
ambient 0.0
diffuse 0.1
reflection 0.6
brilliance 2
conserve_energy
}
}
#declare Chrome_Metal = texture { Chrome_Texture }
#declare Brushed_Aluminum =
texture {
Chrome_Metal
normal {
bumps -0.02
scale <1, 0.005, 0.005>
}
}
It still doesn't look convincing but it may show how to use the HDR.
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Attachments:
Download 'razor.jpg' (23 KB)
Preview of image 'razor.jpg'
![razor.jpg](/povray.binaries.images/attachment/%3C465c2e52%40news.povray.org%3E/razor.jpg?ttop=443866&toff=3800&preview=1)
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