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Hi All:
Just to dust of my POV-Ray skills, I did a sequel of my pool balls
scene from some years ago. This time I had a more ambitious goal: to try
to make them as realistic as possible.
The balls are obviously POV spheres, but with some tricky texturing
and media inside for the subsurface scattering (the new subsurface
feature didn't like my use of the image maps).
The "dirty" highlights were accomplished by mixing, via texture map,
two slightly different versions of the same texture (different phong and
reflection). The scratches are just a bump map using a modified version
of an image from imageafter.com.
The ball image_maps are from sharecg.com, uploaded by Elisa LR. I
tried to do my own, but given up as I was not able to find the correct
font for the ball numbers.
The pool surface is just a plane, again with a tricky texturing to
simulate the furry look and the dirt (two layers).
The triangle rack, the chalk and the cue were quickly modeled with
Wings3D and exported with its own exporter. The only one that was not so
easy was the triangle rack... the corners were a bit of a nightmare.
Rendering took 1h15m on my PhenomIIx4, using 1 area light and mild
focal blur.
Regards,
--
Jaime
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Attachments:
Download 'poolballs-11.jpg' (297 KB)
Preview of image 'poolballs-11.jpg'
![poolballs-11.jpg](/povray.binaries.images/attachment/%3C502363a8%40news.povray.org%3E/poolballs-11.jpg?ttop=443866&toff=1800&preview=1)
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Am 09.08.2012 09:15, schrieb Jaime Vives Piqueres:
> Hi All:
>
> Just to dust of my POV-Ray skills, I did a sequel of my pool balls
> scene from some years ago. This time I had a more ambitious goal: to try
> to make them as realistic as possible.
And you did - holy crap!
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Superb! Especially the balls; I love the scratches. And the triangle is really
good too.
If ultimate realism is your goal however - I can see the polygonisation of the
cue tip circumference! :)
Bill
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Wonderful work again, Bill must be kidding. Even in an enlargement I cannot see
any remains of polygons.
Regards,
Michael
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Am 09.08.2012 09:15, schrieb Jaime Vives Piqueres:
>
> to make them as realistic as possible.
>
:)
well, the cue tip mesh needs obviously a bit of subdivision.
To be more picky I do not buy the highlights, especially the yellowish
corona around them. And the furry look of the pool surface seems with
its circular patterns to much like an old fashioned POV-Ray procedural
texture.
But the rack and the ball scratches are just excellent and SSS is also
perfect. Strange thing, (and no offense to clipka) but after some
experiments with SSLT I also do still prefer POV-Ray's good old media
feature for subsurface scattering effects.
-Ive
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On 09/08/12 15:17, clipka wrote:
> And you did - holy crap!
>
Thanks! ...but I'm not there yet (as Bill and Ive point out).
--
Jaime
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On 09/08/12 15:43, Bill Pragnell wrote:
> Superb! Especially the balls; I love the scratches. And the triangle is really
> good too.
>
Thanks!
> If ultimate realism is your goal however - I can see the polygonisation of the
> cue tip circumference! :)
Yeah... it just needs one more subdivision step. I tested at lower
resolution and it didn't caught my eye.... :(
--
Jaime
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On 09/08/12 21:49, MichaelJF wrote:
> Wonderful work again, Bill must be kidding. Even in an enlargement I
> cannot see any remains of polygons.
>
Thanks, but Bill was totally right... and has an exceptional eye,
because it is not that much noticeable, in fact. :)
--
Jaime
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On 10/08/12 02:13, Ive wrote:
> well, the cue tip mesh needs obviously a bit of subdivision.
Yep...
> To be more picky I do not buy the highlights, especially the
> yellowish corona around them.
Yes, I forgot to change the light color to match the one on the HDRI
background.
> And the furry look of the pool surface seems with its circular
> patterns to much like an old fashioned POV-Ray procedural texture.
I really don't see these, but my vision isn't what it used to be...
they must come from the heavy turbulence applied to the image map (I
used a "re-colored" picture of a furry fabric from mayang.com).
> But the rack and the ball scratches are just excellent and SSS is
> also perfect.
Well, I must admit that I cheated a bit and helped the effect by
manipulating the ball image maps, using blur around the edges... ;)
> Strange thing, (and no offense to clipka) but after some experiments
> with SSLT I also do still prefer POV-Ray's good old media feature
> for subsurface scattering effects.
My former tests with uniform pigments worked fine, just seemed as slow
as media, and only a bit easier to setup... but here, with image maps,
it did not work at all, showing bright pixel artifacts with unexpected
colors. Then I remembered clipka mentioning this problem some time ago,
so I switched to classic media.. which was easy in the end, as it worked
fine with my first try:
media{
scattering{1,1}
absorption 1
}
combined with "transmit all .33" on the image maps. It sometimes
throws some bright pixel artifacts here and there, but on this shot I
was lucky...
--
Jaime
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This looks great. Maybe the scratches are too pronounced in some places
(#12, #2). And the chalk cube needs some weathering.
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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