 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Hi(gh)!
Am 11.02.26 um 12:50 schrieb Bald Eagle:
> kurtz le pirate <kur### [at] free fr> wrote:
>> Hello,
>>
>> One or more suggestions for further improvement ?
>
> Use the keywords "open" and "hollow" so that I can reach into the screen and
> taste it?
Don't drink and code! Programmers run on caffeine, not alcohol...
See you in Khyberspace!
Yadgar
--
VBI BENE, IBI BACTRIA!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 11/02/2026 11:04, kurtz le pirate wrote:
>
> Hello,
>
> One or more suggestions for further improvement ?
>
>
A few improvements. I'm working on it little by little.
The surface of the liquid isn't flat anymore, but it doesn't make much
of a difference. A new texture for the desk.
--
kurtz le pirate
compagnie de la banquise
Post a reply to this message
Attachments:
Download 'whisky_glass_menisque.png' (1762 KB)
Preview of image 'whisky_glass_menisque.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 19/04/2026 18:49, kurtz le pirate wrote:
> The surface of the liquid isn't flat anymore, but it doesn't make much
> of a difference. A new texture for the desk.
>
Much better and natural now, I see the coaster is also improved.
--
YB
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
kurtz le pirate <kur### [at] free fr> wrote:
> On 11/02/2026 11:04, kurtz le pirate wrote:
> >
> > Hello,
> >
> > One or more suggestions for further improvement ?
> >
> >
>
> A few improvements. I'm working on it little by little.
>
> The surface of the liquid isn't flat anymore, but it doesn't make much
> of a difference. A new texture for the desk.
>
>
>
>
>
>
>
> --
> kurtz le pirate
> compagnie de la banquise
Yes this liquid is much more nuanced and appealing. The scale of the new wood
texture seems too small : it features screws that we would expect to also appear
in a normal bumb, plus not reveal to repeat as much if bigger.
For smoked oak wood, the following page shows low reflectivity but the
interaction with bitmap is hard to assign. Maybe start with a grey material to
get the shininess right...?
https://gustafs.com/knowledge-hub/surfaces/ligt-reflection-values/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 20/04/2026 16:52, Mr wrote:
>
> For smoked oak wood, the following page shows low reflectivity but the
> interaction with bitmap is hard to assign. Maybe start with a grey material to
> get the shininess right...?
> https://gustafs.com/knowledge-hub/surfaces/ligt-reflection-values/
>
Light reflectance... interesting topic.
The next step is to figure out how to implement this feature in POV-Ray.
--
kurtz le pirate
compagnie de la banquise
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
kurtz le pirate <kur### [at] free fr> wrote:
> On 20/04/2026 16:52, Mr wrote:
> >
> > For smoked oak wood, the following page shows low reflectivity but the
> > interaction with bitmap is hard to assign. Maybe start with a grey material to
> > get the shininess right...?
> > https://gustafs.com/knowledge-hub/surfaces/ligt-reflection-values/
> >
>
>
> Light reflectance... interesting topic.
> The next step is to figure out how to implement this feature in POV-Ray.
>
>
>
>
> --
> kurtz le pirate
> compagnie de la banquise
From what I understand it's already there when using albedo options. as they
prevent the various components to go above 1 in the final sum, so if you put
albedo on all components, and fresnel with conserve_energy for transparent, then
it's just a choice of shaping the proportion of your reflectivity between these
diffuse, and more specular/reflective components... adding them to amount just
up to your reflectivity value. BUT... :-D BUT... when using diffuse textures,
the value component of colors act as a multiplier of this... so you would have
to sample your image to know average value of its relevant parts to get closer
to your desired result. Any more expert opinion if I'm mistaken in all of this?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |