POV-Ray : Newsgroups : povray.general : Simulating wrinkled golden foil Server Time
4 Aug 2024 00:24:37 EDT (-0400)
  Simulating wrinkled golden foil (Message 1 to 3 of 3)  
From: Bjorn Jonsson
Subject: Simulating wrinkled golden foil
Date: 12 Sep 2003 20:36:13
Message: <MPG.19cc76e1fe4edb0198968c@news.povray.org>
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.


Post a reply to this message

From: Sir Charles W  Shults III
Subject: Re: Simulating wrinkled golden foil
Date: 12 Sep 2003 21:21:43
Message: <3f627127$1@news.povray.org>
I might try overlaying two different scales of the crackle function, or
something along those lines.

Cheers!

Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip


Post a reply to this message

From: Hughes, B 
Subject: Re: Simulating wrinkled golden foil
Date: 12 Sep 2003 22:09:41
Message: <3f627c65@news.povray.org>
"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
  }
}


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.