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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 13 Feb 2011 07:50:33
Message: <4d57d399$1@news.povray.org>
On 13/02/2011 3:22 AM, Alain wrote:
>
> You may try the values for some bone or bone like materials. Ivory is
> after all a kind of bone.
>

Unfortunately the paper does not have any values for bone-like materials.

> As it is now, the figurine lamp looks more like brass.

I was going for an old ivory look so I expected it to be yellowish. But 
you are right, I thought that the brassy look was from the green light 
from the window. In isolation the hair and arms are still brassy.
Back to the drawing board.


-- 
Regards
     Stephen


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From: Jim Holsenback
Subject: Re: Lamp with SSLT Figure
Date: 13 Feb 2011 11:14:02
Message: <4d58034a$1@news.povray.org>
On 02/12/2011 04:49 PM, Stephen wrote:
>> On 12/02/2011 8:21 PM, Jim Holsenback wrote:
>> btw: had a lamp
>> fairly close to what you've got in the shop several years ago except her
>> arms were more upwards and the lamp globe was opalescent
> 

> very fashionable and out of my price range. :-(

yes some of them CAN be pricey ... especially now that some are getting
to be close to 100 years old (10/20 more years). conservative start at
$500/750 ... quadruple or more if it's a famous artist/maker like
tiffany (usually signed) once saw a pair of lamps (one table and one
standing) ... tiffany lily go at an auction for just under $10K


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From: clipka
Subject: Re: Lamp with SSLT Figure
Date: 13 Feb 2011 12:18:10
Message: <4d581252$1@news.povray.org>
Am 13.02.2011 04:22, schrieb Alain:

> You may try the values for some bone or bone like materials. Ivory is
> after all a kind of bone.

Not really. Unless you call teeth a kind of bone, too.


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From: Alain
Subject: Re: Lamp with SSLT Figure
Date: 13 Feb 2011 16:21:43
Message: <4d584b67@news.povray.org>

> Am 13.02.2011 04:22, schrieb Alain:
>
>> You may try the values for some bone or bone like materials. Ivory is
>> after all a kind of bone.
>
> Not really. Unless you call teeth a kind of bone, too.

In fact, teeth and bone are essentialy the same base material: calcium 
carmonates.
The enamel covering a teeth is much harder and tranparent, but the 
dentine under that is relatively close to bone and tend toward yellow-beige.

Usualy, ivory tend to be somewhat yellower than bone, even beige, 
especialy after several years.
Ivory can get a beter polish due to a generaly higher density.



Alain


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 14 Feb 2011 14:29:01
Message: <4d59827d$1@news.povray.org>
On 13/02/2011 4:14 PM, Jim Holsenback wrote:

>> very fashionable and out of my price range. :-(
>
> yes some of them CAN be pricey ... especially now that some are getting
> to be close to 100 years old (10/20 more years). conservative start at
> $500/750 ... quadruple or more if it's a famous artist/maker like
> tiffany (usually signed) once saw a pair of lamps (one table and one
> standing) ... tiffany lily go at an auction for just under $10K
>

No wonder I only looked. I do have a couple of chromed barley sugar 
twist lamps (Art Deco). I've never seen opalescent shades only frosted 
white ones.
BTW do you have any code for "opalescent"?

-- 
Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Lamp with SSLT Figure
Date: 14 Feb 2011 21:20:01
Message: <web.4d59e2ca5b9896bb589572a50@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:
> In fact, teeth and bone are essentialy the same base material: calcium
> carmonates.

Calcium phosphate, for vertebrates.


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 15 Feb 2011 07:12:34
Message: <4d5a6db2@news.povray.org>
Another model, this time I used a DXF export from Poser as it is a 
single mesh as opposed to the multiple meshes a OBJ export gives. I also 
changed the room light from slightly yellow to white.
As an aside when the lamp is rendered in isolation on a chequered plane 
the slight yellow cast in the fingers, toes and hair, disappears.


-- 
Regards
     Stephen


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Attachments:
Download 'roomv4lamp01a_01c4a_.jpg' (180 KB)

Preview of image 'roomv4lamp01a_01c4a_.jpg'
roomv4lamp01a_01c4a_.jpg


 

From: Robert McGregor
Subject: Re: Lamp with SSLT Figure
Date: 15 Feb 2011 17:35:01
Message: <web.4d5aff0d5b9896bb94d713cc0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> Another model, this time I used a DXF export from Poser as it is a
> single mesh as opposed to the multiple meshes a OBJ export gives. I also
> changed the room light from slightly yellow to white.
> As an aside when the lamp is rendered in isolation on a chequered plane
> the slight yellow cast in the fingers, toes and hair, disappears.
>
>
> --
> Regards
>      Stephen

That's looking good Steven. How does it look with the lamp switched on?

-------------------------------------------------
www.McGregorFineArt.com


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 16 Feb 2011 05:31:39
Message: <4d5ba78b$1@news.povray.org>
On 15/02/2011 10:32 PM, Robert McGregor wrote:

>
> That's looking good Steven. How does it look with the lamp switched on?
>





But thanks for asking ;-)


-- 
Regards
     Stephen


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From: Bruno Cabasson
Subject: Re: Lamp with SSLT Figure
Date: 16 Feb 2011 06:10:00
Message: <web.4d5bb0225b9896bb4aa45fdf0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> On 15/02/2011 10:32 PM, Robert McGregor wrote:
>
> >
> > That's looking good Steven. How does it look with the lamp switched on?
> >
>




> But thanks for asking ;-)
>
>
> --
> Regards
>      Stephen

Here is another version of the SSLT candle experiment with corresponding code,
if this can help.

The big candle is 8cm high, and the checkered dome is 5m radius. Attempt for
flame is not satisfactory.

The monitor I used for this render is not calibrated, so I cannot guarantee for
light settings. I assumed the dome be lit by a very small amount, but
significantly visible. There is a balance to find between light power of flames,
fade_distance, and 'depth' of the light within the wax. In RL, the eye
compensates the relative illumination between dark scenes and to full day light.

Still trying to render what the eye actually sees in RL ...


Bruno


// -------------------------------------------

#version 3.7;

#include "colors.inc"

#declare m = 1;
#declare cm = m/100;
#declare mm = m/1000;
#declare FLAME_COLOR = (2*Orange+Yellow)/3;
#declare FLAME_POWER = 4;
#declare FLAME_FADE_DIST = 0.15*m;
#declare RAD_COUNT = 1600;
#declare SSLT_SAMPLES = <100, 50>*8;

#default { finish{ambient 0 emission 0}}

global_settings
{
    //assumed_gamma 2.2
    mm_per_unit 1/mm
    subsurface { samples SSLT_SAMPLES.x, SSLT_SAMPLES.y}

    radiosity
    {
        pretrace_start 32/image_width
        pretrace_end 4/image_width
        count RAD_COUNT
        error_bound 0.5
        nearest_count 15
        recursion_limit 2
        low_error_factor 1
        media on
    }
}

// ----------------------------------------

camera {
  location  <0.0, 1.5, -4.0>*8*cm
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.5, 1.0,  0.0>*8*cm
}

#declare O_Skysphere = sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}

#declare LS_Lamp = light_source {<-5, 5, -5>*m color rgb 0.2}

#macro makeLSCandle(_power)
    #local _ret = light_source
    {
      0
      color rgb FLAME_POWER*FLAME_COLOR*_power
      area_light 1*cm*x, 2*cm*y, 20, 20
      adaptive 1 circular orient
      area_illumination on
      fade_power 2
      fade_distance FLAME_FADE_DIST
      //looks_like {sphere {0, 0.03 pigment {Red}}}
      translate 2.2*y
      scale 1/2
      scale 8*cm
      translate 0.3*cm*y
    }
    _ret
#end

// ----------------------------------------

// a checkered white marble / grey "plastic" plane
#declare O_Floor_ss = plane
{
  y, -1*cm
  texture
  {
    checker
    texture
    {
      pigment { color rgb 1 }
      finish
      {
        specular 0.6
     ambient 0
        //reflection { 0.2 }
        // marble physical parameters from Jensen et al. "A Practical Model for
Subsurface Light Transport", Siggraph 2001
        subsurface { <2.19,2.62,3.00>,<0.0021, 0.0041, 0.0071> }
      }
    }
    texture
    {
      pigment { color rgb 1 }
      finish
      {
        specular 0.6
        diffuse 0.9
        //reflection { 0.2 }
        ambient 0
      }
    }
    scale 1*m
  }
  interior { ior 1.5 }
}

#declare O_Floor = plane
{
    y, -1*cm
    pigment {rgb 1}
}
// the classic chrome sphere
#declare O_ChromeSphere = sphere
{
    <1.5,0.7,1>*m, 0.7*m
    pigment { color rgb 1 }
    finish
    {
        ambient 0 diffuse 0
        specular 0.7  roughness 0.01
        reflection { 0.7 metallic }
  }
}

// a candle...
#declare O_CandleBody = blob
{
  threshold 0.5
  cylinder { <0.0, 0.0,  0.0>,
             <0.0, 2.0,  0.0>,  1.0,   1.0 } // candle "body"
  sphere   { <0.0, 2.5,  0.0>,  0.8,  -2.0 } // (used to shape the candle top)
  sphere   { <0.0,-0.52, 0.0>,  0.8,  -2.0 } // (used to shape the candle
bottom)
  sphere   { <0.0, 2.0, -0.5>,  0.1,  -0.2 } // the "notch" where wax runs over
  cylinder { <0.0, 1.88,-0.52>,
             <0.0, 1.5, -0.52>, 0.05,  0.2 } // a streak of wax running over
  sphere   { <0.0, 1.5, -0.55>, 0.07,  0.2 } // a drop of of wax running over
  texture
  {
    //pigment {wrinlkles scale 0.1 color_map {[ 0.3 Blue] [0.3 Red]}}
    pigment {rgb 1}
    finish
    {
      specular 0.2 roughness 0.2
      ambient 0
      // "artificial" wax parameters
      subsurface { < 1.6732, 1.2806, 0.6947>,< 0.0005, 0.0018, 0.0131> }
    }
  }
  scale 1/2
  scale 8*cm
  interior { ior 1.45 }
  rotate -y*45
}

// ... and the wick
#declare O_Wick = cylinder
{
    0, 1*cm*y, 1*mm
    pigment {rgb 0.05}
    translate 7.5*cm*y
}

#declare O_Flame = ovus
{
    3.5*mm, 3*mm
    pigment {rgbt 1}
    //finish {emission 1}
    hollow
    interior
    {
        media
        {
            samples 50
            scattering {1, 3/(1*cm)}
            absorption 6/(1*cm)
            density {spherical scale 2 warp {turbulence 0.7 octaves 8} scale 1/2
scale 0.3*cm scale 2*y translate -1*mm*y }
            density {spherical scale 0.3*cm scale 2*y translate -1*mm*y }
            density {spherical scale 0.3*cm scale 2*y translate -1*mm*y }
        }
    }
    scale 3
    translate 9*cm*y
    no_shadow
}


#macro makeCandle(_power)
    union
    {
        light_source {makeLSCandle(_power)}
        object {O_CandleBody}
        object {O_Wick}
        object {O_Flame}
    }
#end

#declare O_Dome = sphere
{
    0, 5*m
    hollow
    pigment {checker scale 0.1*m}
}

//light_source {LS_Lamp}
object {O_Floor}
object {makeCandle(1) rotate 45*y}
object {makeCandle(0.5) scale 1/2 translate 5*cm*x - 5*cm*z}
object {O_Dome}


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