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This is the result of conversion and rendering in a studio environment
with materials from Mike Miller. I will post the scene in
'povray.text.scene-files' - any suggestions about quality improvement
of similar models (jewelry) are highly appreciated.
--
YB
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Attachments:
Download 'ring.png' (243 KB)
Preview of image 'ring.png'

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Le 2025-10-15 à 23:15, yesbird a écrit :
> This is the result of conversion and rendering in a studio environment
> with materials from Mike Miller. I will post the scene in
> 'povray.text.scene-files' - any suggestions about quality improvement
> of similar models (jewelry) are highly appreciated.
> --
> YB
It looks like your material have a rather high ambient value. That make
that gold look as if it was plastic. Try setting ambient 0.
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On 16/10/2025 13:43, Alain Martel wrote:
> It looks like your material have a rather high ambient value. That make
> that gold look as if it was plastic. Try setting ambient 0.
Thanks for suggestion, but it's already == 0:
--------------------------------------------
#declare F_metal =
finish {
reflection {0, 1 fresnel on }
conserve_energy
brilliance 5
ambient 0
diffuse .5
phong 5
phong_size 40
metallic
specular .4
roughness 1/20
reflection .5
}
--------------------------------------------
YB
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Le 2025-10-16 à 09:02, yesbird a écrit :
> On 16/10/2025 13:43, Alain Martel wrote:
>> It looks like your material have a rather high ambient value. That
>> make that gold look as if it was plastic. Try setting ambient 0.
>
> Thanks for suggestion, but it's already == 0:
> --------------------------------------------
> #declare F_metal =
> finish {
> reflection {0, 1 fresnel on }
> conserve_energy
> brilliance 5
> ambient 0
> diffuse .5
> phong 5
> phong_size 40
> metallic
> specular .4
> roughness 1/20
> reflection .5
> }
> --------------------------------------------
> YB
>
Your diffuse seems to high for a metal. Normally, I use something less
than 0.1.
Fresnel reflection for a metal ? Fresnel is for objects that have an IOR
and are not metals. Useful when you want to simulate a varnish coat on a
metallic object using a layered texture. In that case, don't forget to add
interior{ior 1.6}// or something similar.
One base texture with the metallic texture, then, another transparent
texture with the fresnel reflection, followed by an interior block
giving the IOR of the varnish.
My suggestion :
#declare F_metal =
finish {
brilliance 5
ambient 0
diffuse .05 // Lower diffuse
metallic
specular .4
roughness 1/20
reflection {.5 metallic}
}
#declare Varnish =
material{
texture{
pigment{rgbt 1}
finish{
reflection{1 fresnel}
phong 1
phong_size 40
fresnel
}
}
}
interior{ior 1.55 dispersion 1.02}
}
Then, maybe it's the environment that is to bright... The appearance of
metals depend a lot on the environment.
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Alain Martel <kua### [at] videotron ca> wrote:
> Fresnel reflection for a metal ? Fresnel is for objects that have an IOR
> and are not metals.
I recall reading that accurately rendering metals required an IOR.
Maybe not for current POV-Ray though.
https://www.behance.net/gallery/35636521/Material-Studies-Metals
etc.
- BW
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On 17/10/2025 22:35, Alain Martel wrote:
> Your diffuse seems to high for a metal. Normally, I use something less
> than 0.1. ...
Thanks, Alain, now it's much better, but looks more like brass,
then gold. I will try to play with pigment now.
--
YB
Post a reply to this message
Attachments:
Download 'ring.png' (134 KB)
Preview of image 'ring.png'

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