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"Trevor G Quayle" <Tin### [at] hotmailcom> schreef in bericht
news:web.46704d92fabeec67c150d4c10@news.povray.org...
>
> If it's too strong, just add milk. It's in the fridge. Or cream if you
> like. But, for the love of pete and everything decent, don't add sugar...
>
Oh dear! I love black coffee... but I just need some sugar in it :-)
Thomas
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Davo <Dav### [at] Davocom> wrote:
> Trevor G Quayle wrote:
> > My latest CGSphere entry (#12) for your approval.
> > Original link: [http://www.cgsphere.com/gallery/details/?submission_id=3288]
> >
> > -tgq
> >
> >
> > ------------------------------------------------------------------------
> >
> I've been lurking here for a little while and am continuously amazed at
> what you guys can do with a raytracer. The attention to detail in this
> is fantastic.
>
> The reflections over the povray and Funn logos, and on the coffee cup
> handle rim change - can I ask how do you do those?
>
> Davo
For both of those details I (and the stickers on the front of the base) I
used and image map. I then evaluate the image map as a function and use it
to control both the pigment and normals. For the normals, it is an average
pattern of the normal define the raised look of the lettering and the
different bumpiness of the lettering and glass. I can post some source if
you would like to see how I did it.
-tgq
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>
> For both of those details I (and the stickers on the front of the base) I
> used and image map. I then evaluate the image map as a function and use it
> to control both the pigment and normals. For the normals, it is an average
> pattern of the normal define the raised look of the lettering and the
> different bumpiness of the lettering and glass. I can post some source if
> you would like to see how I did it.
>
> -tgq
>
>
Hi Trevor,
If you could post a bit of the code I'd really like to see it, thanks
very much.
Dave
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Here is some example source. This is the mug and it's material (using the
attached image map). In this example, the image is given a cylindrical
warp, but any kind of transform that is appropriate can be accomodated with
the right functions.
To make the image map, I just created an appropriate sized image file and
used the povlogo.ttf font style for the logo. I then gave it a blur to
blur the edges so that it makes a rouded bump rather than an abrupt one.
Let me know if you have any questions about this.
//START
#declare MUGLOGO=function{pigment{image_map{png "MUG.png" once interpolate
2} warp{cylindrical} scale 99}}//wrap mug logo cylindrically and scale to
height of mug
#declare
MUGLOGO2=function{select(sqrt(x*x+z*z)-39,1,MUGLOGO(x,y,z).gray)}//Turn
into function (select function makes sure it only appears on outside of mug
object
#declare MMUG=
material{
texture{
pigment{function{MUGLOGO2(x,y,z)} colour_map{[0.99 rgb 0][0.99 rgb
<0.7,0.7,0.6>]} //Apply pigment according to desired logo and background
colours
}
finish{
conserve_energy
diffuse 0.6
ambient 0
reflection{0 1 fresnel on metallic 0}
}
normal{
average
normal_map{
[1 function{MUGLOGO2(x,y,z)} normal_map{[0.9 bumps 0.05 scale
0.25][1 bumps .015 scale 8]}]//apply different bumpiness to the logo and
the background
[1 function{MUGLOGO2(x,y,z)} bump_size -0.5 poly_wave 10]
//normal gives the raised appearance to the logo
}
}
}
interior{
ior 1.51
caustics 1
fade_distance 10
fade_power 1000
}
}
#declare CMug=
union{
union{
difference{
cylinder{y,y*95,40}
cylinder{y*8 y*100 36}
cylinder{y*6 y*100 34}
torus{34 2 translate y*8}
cylinder{0 y*2 34}
torus{34 2 scale <1,1/2,1> translate y*1}
}
torus{38 2 scale <1,2,1> translate y*95}
torus{38 2 scale <1,1/2,1> translate y*1}
union{//Handle
difference{
torus{34 4}
intersection{
plane{-x 0 rotate y*30}
plane{-x 0 rotate -y*30}
}
}
sphere{x*34 4 rotate y*60}
sphere{x*34 4 rotate -y*60}
scale<20/34,2,1>
rotate x*90
translate <-51,50,0>
}
}
material{MMUG}
}
//END
-tgq
Post a reply to this message
Attachments:
Download 'mug.png' (54 KB)
Preview of image 'mug.png'
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Trevor G Quayle wrote:
> Here is some example source. This is the mug and it's material (using the
> attached image map). In this example, the image is given a cylindrical
> warp, but any kind of transform that is appropriate can be accomodated with
> the right functions.
> To make the image map, I just created an appropriate sized image file and
> used the povlogo.ttf font style for the logo. I then gave it a blur to
> blur the edges so that it makes a rouded bump rather than an abrupt one.
>
> Let me know if you have any questions about this.
Thanks Trevor, It will take a bit of study before I could ask a serious
question. There's so little code to create such a realistic effect.
(There goes this weekend :-)).
Dave
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Thomas de Groot wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> schreef in bericht
> news:web.46704d92fabeec67c150d4c10@news.povray.org...
>
>>If it's too strong, just add milk. It's in the fridge. Or cream if you
>>like. But, for the love of pete and everything decent, don't add sugar...
>>
>
>
> Oh dear! I love black coffee... but I just need some sugar in it :-)
>
> Thomas
>
>
I'm really not much of a coffee drinker, but when I do it has to have
cream AND sugar! (I'm much more addicted to colas or iced tea...) :-)
Anyone remember the "Pepsi Challenge" (PepsiCola vs CocaCola) some years
back? I got caught in one of those once -- and I preferred Coke to
Pepsi. (My impression was that Pepsi was sweeter but Coke had the
better flavor -- I went with the flavor.)
-=- Larry -=-
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> My latest CGSphere entry (#12) for your approval.
> Original link: [http://www.cgsphere.com/gallery/details/?submission_id=3288]
>
> -tgq
Unbelievable! Or, rather, very believable!
I'm still new enough to Pov-ray to consider hdr probes cheating, but if this
is cheating, holy crap, what a beatiful cheat! o.O I guess you've just made
me slide a notch toward the dark side.
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"Grassblade" <nomail@nomail> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > My latest CGSphere entry (#12) for your approval.
> > Original link: [http://www.cgsphere.com/gallery/details/?submission_id=3288]
> >
> > -tgq
> Unbelievable! Or, rather, very believable!
>
> I'm still new enough to Pov-ray to consider hdr probes cheating, but if this
> is cheating, holy crap, what a beatiful cheat! o.O I guess you've just made
> me slide a notch toward the dark side.
I used to think that as well, but I have gotten lazy over time. I'll gladly
take a shortcut. In order to make something equal to an HDR probe in pov...
you would have so much code just for the environment. Then you have to
model your scene on top of that. Lots of time... So, an hdr probe
simplifies that... you don't need to make the highly detailed scene to get
a realistic result.
My only problem with them is that it takes so long to download one on
dialup... I still have yet to experiment with using one.
Good work on the model... looks very realistic. The metal needs a few
scratches on it... or less turbulence in the normals. That may make it
look more metal-like. Other than that... good work!
----
View My Portfolio At
http://allen.emailnuts.com/
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"Grassblade" <nomail@nomail> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > My latest CGSphere entry (#12) for your approval.
> > Original link: [http://www.cgsphere.com/gallery/details/?submission_id=3288]
> >
> > -tgq
> Unbelievable! Or, rather, very believable!
>
> I'm still new enough to Pov-ray to consider hdr probes cheating, but if this
> is cheating, holy crap, what a beatiful cheat! o.O I guess you've just made
> me slide a notch toward the dark side.
I know what you mean about cheating, but the hdr also provides for the scene
lighting if you've seen the lightdome macro I posted recently.
-tgq
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From: Jaime Vives Piqueres
Subject: Re: Coffee's On! - My Next CGSphere
Date: 18 Jun 2007 06:33:43
Message: <46765f87@news.povray.org>
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Allen wrote:
> I used to think that as well, but I have gotten lazy over time.
Me too, but I evolved to a sort of post-justification: if POV-Ray
supports a feature, using it isn't cheating! ;)
--
Jaime
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