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Can anyone give me hints on how to realistically simulate wrinkled,
golden foil ? I'm making a model of NASA's Cassini spacecraft (an early
version can be seen at http://www.mmedia.is/~bjj/povstuff/spacecraft/ )
and these things are often wrapped in golden stuff to protect them from
the harsh environment of space. I have experimented with the normal,
ripples and turbulence keywords but have not been happy with the
results.
There are some photos of what I'm after at
http://saturn.jpl.nasa.gov/gallery/spacecraft/index.cfm , in particular
http://www-pao.ksc.nasa.gov/kscpao/images/large/97pc1098.jpg , note the
'circular' golden object near the center of the image.
Note that this looks rather like wrinkled aluminum foil so if someone
has realistically simulated that it should solve my problems (the only
difference is the color).
--
Bjorn Jonsson / bjj### [at] ZZZmmediais
http://www.mmedia.is/~bjj
Address changed to avoid spam. Remove YYY and ZZZ to reply.
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"Bjorn Jonsson" <bjj### [at] zzzmmediais> wrote in message
news:MPG.19cc76e1fe4edb0198968c@news.povray.org...
> Can anyone give me hints on how to realistically simulate wrinkled,
> golden foil ?
I was trying one out to post here and I see Chip replied with a similar
suggestion. If you understand the functions and isosurface object you should
be able to adjust the following to suit your needs. It might prove slow to
render.
camera {translate -3*z rotate <22.5,0,0>}
light_source {-33*z,1 rotate <45,45,0>}
#declare FoilScale=0.5;
#declare WrinkledFoilMaterial=
material {
texture {
pigment {
rgb <1,0.7,0.3>
}
normal {
wrinkles 0.04 scale 0.04
}
finish {
ambient 0 diffuse 0.1
specular 0.9 roughness 0.009
metallic 0.9 brilliance 1
conserve_energy
reflection {
<1,0.6,0.2>*0.6,<1,0.6,0.2>*0.9
metallic
fresnel on
exponent 0.9
}
}
}
interior {
ior 15
}
}
#declare BumpFoilPattern=
function {
pigment {
crackle metric 3 offset 2
scale <0.05,0.05,0.05> turbulence 0.1
color_map {
[0 rgb 0.9]
[1 rgb 0.99]
}
}
}
#declare WrinkleFoilPattern=
function {
pigment {
wrinkles
scale <0.25,0.125,0.125>*2 rotate 15 turbulence 0.1
color_map {
[0 rgb 0.9]
[1 rgb 0.99]
}
}
}
#declare WrinkledFoil=
isosurface {
function {
(x*x+y*y+z*z) // shape
-
(BumpFoilPattern(x*FoilScale,y*FoilScale,z*FoilScale).gray
*
WrinkleFoilPattern(x*FoilScale,y*FoilScale,z*FoilScale).gray)
}
contained_by {
sphere {0,1}
}
threshold 0
accuracy 0.005
max_gradient 3
material {
WrinkledFoilMaterial
}
}
object {
WrinkledFoil
}
sky_sphere {
pigment {
gradient y
color_map {
[0 rgb 1]
[1 rgb 0]
}
sine_wave
}
}
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