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I have been trying to render the "Thai Statue" from the Stanford 3D Scanning
Repository (http://graphics.stanford.edu/data/3Dscanrep) and have been
failing miserably.
Attached is a portion of the statue with the default "insert finish"
properties (You REALLY don't want to see some of my initial attempts at
finding a better texture!) I am looking for suggestions concerning better
textures, lighting, etc to bring out the details and make the statue more
photorealistic.
I apologize in advance for such a vague and fuzzy request.
Thanks.
Cyrano
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Attachments:
Download 'statuette midsection.jpg' (30 KB)
Preview of image 'statuette midsection.jpg'
![statuette midsection.jpg](/povray.binaries.images/attachment/%3Cweb.41fcce68725ef1d6cb39bb1b0%40news.povray.org%3E/statuette%20midsection.jpg?ttop=441697&toff=5650&preview=1)
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hi,
i'm not that good with textures, but i might be able to help.
what kind of material/finish where you looking for?
http://images.google.com/images?q=%22Thai+Statue%22&hl=en&lr=&start=0&sa=N
have you looked at the examples in:
C:Program FilesPOV-Ray for Windows v3.6scenesincdemostones
(rdgranit.pov ?)
the scale of the textures my need adapting for the size of your object.
most example objects are about one "unit" high. (i think)
hope this helps.
jaap.
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From: Jim Charter
Subject: Re: Help With Textures... Or Lighting... Or Something!
Date: 1 Feb 2005 19:17:25
Message: <42001c15$1@news.povray.org>
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Cyrano wrote:
> I have been trying to render the "Thai Statue" from the Stanford 3D Scanning
> Repository (http://graphics.stanford.edu/data/3Dscanrep) and have been
> failing miserably.
>
> Attached is a portion of the statue with the default "insert finish"
> properties (You REALLY don't want to see some of my initial attempts at
> finding a better texture!) I am looking for suggestions concerning better
> textures, lighting, etc to bring out the details and make the statue more
> photorealistic.
>
> I apologize in advance for such a vague and fuzzy request.
>
> Thanks.
>
> Cyrano
>
>
> ------------------------------------------------------------------------
>
Did you try some of the standard stone textures? Often good to get some
ideas.
You are usually safe trying a granite texture to start. ( That model
brings a marble texture to mind also. )
If you want the pigment and the normal to match up you can do something
like this:
#declare F_Granite =
function {
pigment {
granite
scale .20
turbulence .5
//this affects the pattern:
pigment_map {
[ 0 rgb 0 ]
[ .4 rgb 1 ]
[ .6 rgb 0 ]
[ 1 rgb 1 ]
}
}
}
#declare T_Statue=
texture{
pigment {
function {
F_Granite(x,y,z).gray
}
//this applies the actual colours:
pigment_map {
[ 0 rgb <.2,.2,.2> ]
[ .5 rgb <.9,.6,.6> ]
[ 1 rgb 1 ]
}
}
finish{ //tweak these
diffuse .8
specular .5
roughness .002
ambient 0
reflection{0}
}
normal {
function {
F_Granite(x,y,z).gray*.4
}
}
} ;
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Thank you for the suggestions regarding the Thai statue.
I did try a few of the textures from stones.inc including T_Stone12 (I like
that texture and probably use it more often than I should.) The grain in
those textures seemed to hide the details of the statue somehow.
Attached is an example of what one of my attempts at a granite texture did
to the details. Yikes!
I'm starting to wonder if the statue should have a soft stone texture with a
relatively small range of color... Are any such textures predefined?
Thanks again!
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Attachments:
Download 'statuette_granite.jpg' (49 KB)
Preview of image 'statuette_granite.jpg'
![statuette_granite.jpg](/povray.binaries.images/attachment/%3Cweb.420235a9bff107fe40e76e340%40news.povray.org%3E/statuette_granite.jpg?ttop=441697&toff=5650&preview=1)
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From: Marc Jacquier
Subject: Re: Help With Textures... Or Lighting... Or Something!
Date: 3 Feb 2005 09:44:34
Message: <420238d2$1@news.povray.org>
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news:web.420235a9bff107fe40e76e340@news.povray.org...
> Thank you for the suggestions regarding the Thai statue.
>
> I did try a few of the textures from stones.inc including T_Stone12 (I
like
> that texture and probably use it more often than I should.) The grain in
> those textures seemed to hide the details of the statue somehow.
>
> Attached is an example of what one of my attempts at a granite texture did
> to the details. Yikes!
>
> I'm starting to wonder if the statue should have a soft stone texture with
a
> relatively small range of color... Are any such textures predefined?
>
> Thanks again!
>
I'd scale down the texture by 5 at least... either your statue is very small
or your granite has a large grain :)
Marc
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From: Jim Charter
Subject: Re: Help With Textures... Or Lighting... Or Something!
Date: 3 Feb 2005 10:36:36
Message: <42024504$1@news.povray.org>
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Cyrano wrote:
> Thank you for the suggestions regarding the Thai statue.
>
> I did try a few of the textures from stones.inc including T_Stone12 (I like
> that texture and probably use it more often than I should.) The grain in
> those textures seemed to hide the details of the statue somehow.
>
> Attached is an example of what one of my attempts at a granite texture did
> to the details. Yikes!
>
> I'm starting to wonder if the statue should have a soft stone texture with a
> relatively small range of color... Are any such textures predefined?
>
The example I posted was quite harsh but obviously you can make it softer
Either scale it up to get he soft cloud-like look that granite can give
or way down to give a very fine speckled look
What made my example so harsh was the choppy pigment map in the original
function:
pigment_map {
[ 0 rgb 0 ]
[ .4 rgb 1 ]
[ .6 rgb 0 ]
[ 1 rgb 1 ]
}
which alternates shapely between black, "0",
and white, "1"
the use of turbulence,
and the heavy applicaton of the normal in the actual texture:
normal {
function {
F_Granite(x,y,z).gray*.4
}
}
the ".4" multiplier looks very rough for the small scaling
I used in the original function, ".2"
But all this is also relative to the scale of your model so there
is not always a predefined thing that will work without tweaking
The straight granite texture scaled to 1 or greater should usually give
a soft cloud-like look Soften it further when you apply the colours.
Remove the normal or use only a small multiplier.
try this:
#declare F_Granite =
function {
pigment {
granite
scale 5
turbulence 0
//this affects the pattern:
pigment_map {
[ 0 rgb 0 ]
[ 1 rgb 1 ]
}
}
}
#declare T_Statue=
texture{
pigment {
function {
F_Granite(x,y,z).gray
}
//this applies the actual colours:
pigment_map {
[ 0 rgb .25 ]
[ 1 rgb Tan ]
}
}
finish{ //tweak these
diffuse .8
specular .2
roughness .002
ambient 0
reflection{0}
}
normal {
function {
F_Granite(x,y,z).gray*.04
}
}
} ;
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