POV-Ray : Newsgroups : povray.general : Trying to make a nice tile, any suggestions on how to improve? : Trying to make a nice tile, any suggestions on how to improve? Server Time
26 Sep 2021 13:01:57 EDT (-0400)
  Trying to make a nice tile, any suggestions on how to improve?  
From: zzzzzz
Date: 2 Feb 2021 12:40:00
Message: <web.60198e2b2744163b9f015e100@news.povray.org>
Hi, I have a satellite receiver that has a colour display, and often this is
used to show an image of the TV or Radio station it is currently tuned into.

One can download those, as some users continously create them from standard
I liked the way the Licher Pils picons (as these images are called) look (made
in a Photoshop-like program), but I prefer to make them myself, as this gives me
more options to experiment with.
An example of such a list of picons can be found at :

I am not very good with POVRAY, though, so I tried hard to make them similar, so
I was wondering if anyone has ideas for improving them.
They don't need to look 100% like the ones from Licher Pils, I just would like
to make sure that they are mapped correctly, and that they are not too light or
too dark.
Choosing the right location of the camera, type of spotlight or other type of
light, etc.
This is the POV file I made to make something similar.
It assumes the image is in a 4:3 aspect ratio, and where the word "factor" is,
that should be replaced by a sort of zoom factor, so that the image is centered
onto the "tile".

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "golds.inc"
#include "woods.inc"
#include "stones.inc"

camera {
  location <0,0,100>
  right 2*x up 2*y direction -z
  //right 2*x up 2*y direction -z
  // Uncomment to render a side view
  // rotate 90*x

 light_source {
    <-50, 50, 90>
    color rgb <1.05 1.05 1.05>
    radius 1.5
    falloff 2.5
    tightness 1
    point_at <0, 0, 0>

// Round button
#declare b_rsquare = superellipsoid {
  // Adjust first parameter: 0=square, 1=circle
  translate -z scale <0.99,0.99,1.2>

object { b_rsquare

       // end of texture

   pigment { color rgb <1 1 1>}
   finish { specular 0.5 roughness 0.01
ambient 0.35 diffuse 0.6 conserve_energy }
  interior{ior 1.16}
}  texture  {
                  pigment {

                        image_map {png "filenaam" map_type 0 once }

//   finish { specular 0.1 roughness 0.01
// ambient 0.1 diffuse 1.2 conserve_energy}} }

        finish {
  specular 0.15
  phong 0.01 phong_size 700

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