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30 Jul 2024 14:30:37 EDT (-0400)
  Sea Shells (Message 1 to 9 of 9)  
From: Jim Holsenback
Subject: Sea Shells
Date: 27 Nov 2011 22:16:22
Message: <4ed2fd06@news.povray.org>
I think I've finally got a feel for RC4 sslt ... used here on the 
interior_texture to /try/ to give an appearance of depth, played around 
with different ior values then settled on 2.9 (porcelain) ... also tried 
the new "albedo" feature to tune the diffuse and specular properties. 
The radiosity didn't turn out too bad either!

On another note ... Anyone know how to give then shell walls thickness? 
If you're up to the challenge, I got the objects from here: 
http://www.econym.demon.co.uk/isotut/shells.htm


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From: Thomas de Groot
Subject: Re: Sea Shells
Date: 28 Nov 2011 03:30:17
Message: <4ed34699$1@news.povray.org>
On 28-11-2011 4:15, Jim Holsenback wrote:
> I think I've finally got a feel for RC4 sslt ... used here on the
> interior_texture to /try/ to give an appearance of depth, played around
> with different ior values then settled on 2.9 (porcelain) ... also tried
> the new "albedo" feature to tune the diffuse and specular properties.
> The radiosity didn't turn out too bad either!
>
> On another note ... Anyone know how to give then shell walls thickness?
> If you're up to the challenge, I got the objects from here:
> http://www.econym.demon.co.uk/isotut/shells.htm

Very nice. Two comments.

The interior is perhaps a bit too much like silver? It could maybe use 
some iridescence.

The left-hand shell looks to me more like the inner cast of a fossil 
one. Are open windings like these found in living shells? Just a thought.

Thomas


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From: Jim Holsenback
Subject: Re: Sea Shells
Date: 28 Nov 2011 07:24:10
Message: <4ed37d6a$1@news.povray.org>
On 11/28/2011 03:30 AM, Thomas de Groot wrote:
> On 28-11-2011 4:15, Jim Holsenback wrote:
>> I think I've finally got a feel for RC4 sslt ... used here on the
>> interior_texture to /try/ to give an appearance of depth, played around
>> with different ior values then settled on 2.9 (porcelain) ... also tried
>> the new "albedo" feature to tune the diffuse and specular properties.
>> The radiosity didn't turn out too bad either!
>>
>> On another note ... Anyone know how to give then shell walls thickness?
>> If you're up to the challenge, I got the objects from here:
>> http://www.econym.demon.co.uk/isotut/shells.htm
>
> Very nice. Two comments.
>
> The interior is perhaps a bit too much like silver? It could maybe use
> some iridescence.
>
> The left-hand shell looks to me more like the inner cast of a fossil
> one. Are open windings like these found in living shells? Just a thought.

Thanks, great minds think alike ... after I'd posted, iridescence came 
to mind. As for the openings, the two shells (right) I've seen RL 
examples very similar ... can't say that I've seen ones like the left 
one, but thought it was interesting enough to include


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From: clipka
Subject: Re: Sea Shells
Date: 28 Nov 2011 10:07:23
Message: <4ed3a3ab$1@news.povray.org>
Am 28.11.2011 13:24, schrieb Jim Holsenback:

>> The interior is perhaps a bit too much like silver? It could maybe use
>> some iridescence.
>>
>> ...
>
> Thanks, great minds think alike ... after I'd posted, iridescence came
> to mind.

To be honest I wouldn't recommend. Iridescence has always been broken 
(and hasn't been fixed) in several respects, being very troublesome with 
advanced lighting conditions (e.g. it doesn't respect the falloff of 
spotlights). You may be better off with an AOI-based texture.


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From: Thomas de Groot
Subject: Re: Sea Shells
Date: 29 Nov 2011 03:20:41
Message: <4ed495d9$1@news.povray.org>
On 28-11-2011 16:07, clipka wrote:
> Am 28.11.2011 13:24, schrieb Jim Holsenback:
>
>>> The interior is perhaps a bit too much like silver? It could maybe use
>>> some iridescence.
>>>
>>> ...
>>
>> Thanks, great minds think alike ... after I'd posted, iridescence came
>> to mind.
>
> To be honest I wouldn't recommend. Iridescence has always been broken
> (and hasn't been fixed) in several respects, being very troublesome with
> advanced lighting conditions (e.g. it doesn't respect the falloff of
> spotlights). You may be better off with an AOI-based texture.

That's a thought indeed. I did not remember the status of iridescence in 
version 3.7, but aoi would do fine I guess.

Thomas


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From: Thomas de Groot
Subject: Re: Sea Shells
Date: 29 Nov 2011 03:23:10
Message: <4ed4966e$1@news.povray.org>
On 28-11-2011 13:24, Jim Holsenback wrote:
As for the openings, the two shells (right) I've seen RL
> examples very similar ... can't say that I've seen ones like the left
> one, but thought it was interesting enough to include
>
Fair enough. We do not need to reproduce RL in all its aspects do we?  ;-)

Thomas


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From: Jim Holsenback
Subject: Re: Sea Shells
Date: 3 Dec 2011 09:36:48
Message: <4eda3400@news.povray.org>
On 11/28/2011 10:07 AM, clipka wrote:
> Am 28.11.2011 13:24, schrieb Jim Holsenback:
>
>>> The interior is perhaps a bit too much like silver? It could maybe use
>>> some iridescence.
>>>
>>> ...
>>
>> Thanks, great minds think alike ... after I'd posted, iridescence came
>> to mind.
>
> To be honest I wouldn't recommend. Iridescence has always been broken
> (and hasn't been fixed) in several respects, being very troublesome with
> advanced lighting conditions (e.g. it doesn't respect the falloff of
> spotlights). You may be better off with an AOI-based texture.

Thanks for the irid fix, I was able to get a fairly decent 
"mother-of-pearl" ... also used albedo, and updated area_illumination


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From: clipka
Subject: Re: Sea Shells
Date: 3 Dec 2011 10:54:29
Message: <4eda4635$1@news.povray.org>
Am 03.12.2011 15:35, schrieb Jim Holsenback:

> Thanks for the irid fix, I was able to get a fairly decent
> "mother-of-pearl" ... also used albedo, and updated area_illumination

Looks great!

To see my changes to POV-Ray help people get good results without too 
much hassle, that's what makes my day.


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From: Thomas de Groot
Subject: Re: Sea Shells
Date: 4 Dec 2011 02:46:11
Message: <4edb2543$1@news.povray.org>
On 3-12-2011 15:35, Jim Holsenback wrote:

> Thanks for the irid fix, I was able to get a fairly decent
> "mother-of-pearl" ... also used albedo, and updated area_illumination

[drools]
Yeah! That's it exactly :-)

Thomas


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