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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > > POV-Ray is looking for a 'texture{}' to wrap the pigment and finish,...
> > Yes, this is exactly the page by me indicated previously, if you see the whole
> > topic.
> > This page is very confusing to me.
> > I would like to find a way to update the old definitions as faithfully as
> > possible.
> > This "material" way is a suggestion I had, but I already knew it didn't work.
> > Thanks!
>
> the code below runs for me using a beta.2. hth.
>
>
> regards, jr.
>
> -----<snip>-----
> #version 3.8;
>
> global_settings {assumed_gamma 1}
>
> #declare mat_ = material {
> texture {
> pigment {
> color rgb <.81, .71, .23>
> }
> finish {
> diffuse .5
> ambient 0
> specular 1
> roughness .01
> reflection {.6 metallic}
> metallic
> }
> }
> /* put an interior here */
> };
>
> box {
> 0,1
> material {mat_}
> }
>
> light_source {<-1,1,-1>*1e3 color rgb 1 parallel}
>
> camera {
> location <0,0,-5>
> right x * (4/3)
> up y
> look_at <0,0,0>
> }
Many thanks!
I thought texture encapsulation was more complicated, now it works!
Post a reply to this message
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GREAT!
I restored the old declare!
Left = a car silver from my old render 2002 vers.2.??
Center = BAD !!! my attempt to restore the old code into vers 3.7
right = very well for me ! with your help
Many thanks to all!
PS. I don't have a great ability to render realistically. I dedicate myself to
geometry, code and projects, usually, but this for my needs is more than
satisfying!
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Attachments:
Download 'clipboard01.png' (469 KB)
Preview of image 'clipboard01.png'

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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> Many thanks!
> I thought texture encapsulation was more complicated, now it works!
excellent.
> PS. I don't have a great ability to render realistically. I dedicate myself
> to geometry, code and projects, usually, but this for my needs is more than
> satisfying!
nice models, a forecourt (like a car dealer) or a parking lot, just .. an
overview, would be v cool though (I suspect you've "a collection" :-)).
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > Many thanks!
> > I thought texture encapsulation was more complicated, now it works!
>
> excellent.
>
>
> > PS. I don't have a great ability to render realistically. I dedicate myself
> > to geometry, code and projects, usually, but this for my needs is more than
> > satisfying!
>
> nice models, a forecourt (like a car dealer) or a parking lot, just .. an
> overview, would be v cool though (I suspect you've "a collection" :-)).
>
>
> regards, jr.
Thanks!
Not many vehicles, this is an overview of my stable. I have many objects made
over many years but also for interior architecture, let's say I have the
essentials. Vehicles and people are the only ones that are born from the web,
even if I work a lot on them to lighten, correct and above all optimize because
they are always very heavy. And I have to use many of them in my projects ...
NB. for the trees instead I use my algorithms ..
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Attachments:
Download 'car.png' (836 KB)
Preview of image 'car.png'

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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> "jr" <cre### [at] gmail com> wrote:
> > ... an overview, would be v cool though ...
> Thanks!
> Not many vehicles, this is an overview of my stable.
hey, thank you very much. (I like the newer VW shape much better than the old
60s "hippie express" :-))
> I have many objects made
> over many years but also for interior architecture, let's say I have the
> essentials. Vehicles and people are the only ones that are born from the web,
> even if I work a lot on them to lighten, correct and above all optimize because
> they are always very heavy. And I have to use many of them in my projects ...
> NB. for the trees instead I use my algorithms ..
sounds nice :-). agree that stuff taken from the web needs to be "cleaned up"
carefully.
and again, thanks for "whipping up" that scene.
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> hi,
>
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > "jr" <cre### [at] gmail com> wrote:
> > > ... an overview, would be v cool though ...
> > Thanks!
> > Not many vehicles, this is an overview of my stable.
>
> hey, thank you very much. (I like the newer VW shape much better than the old
> 60s "hippie express" :-))
>
>
> > I have many objects made
> > over many years but also for interior architecture, let's say I have the
> > essentials. Vehicles and people are the only ones that are born from the web,
> > even if I work a lot on them to lighten, correct and above all optimize because
> > they are always very heavy. And I have to use many of them in my projects ...
> > NB. for the trees instead I use my algorithms ..
>
> sounds nice :-). agree that stuff taken from the web needs to be "cleaned up"
> carefully.
>
> and again, thanks for "whipping up" that scene.
>
>
> regards, jr.
Thanks to you jr
I apologize for the atmospheric effect of not the best quality, but for work
it's enough for me.
On the other hand, when I'm having fun ... :)
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Attachments:
Download '453310470_8776200592406551_8337040191462063241_n.jpg' (45 KB)
Preview of image '453310470_8776200592406551_8337040191462063241_n.jpg'

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What about publishing some of your code?
A car or even the persons is a hell of work, no matter how buggy the code is.
Gr
Ma
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"Maetes" <nomail@nomail> wrote:
> What about publishing some of your code?
> A car or even the persons is a hell of work, no matter how buggy the code is.
>
> Gr
> Ma
ok, I use my own parser for CAD that uses a very rich library of include files
that call each other.
This can generate problems on installations other than mine.
In addition, through the cad I create empty layers that only serve as keywords
that tell pov ray how to operate on the settings.
I will try to make the subjects autonomous and little by little I can post them
as stand alone (include files with three lines with final slashes that serve,
removing the slashes, to display, with a minimum of point of view and lighting)
BR!
G
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OK, the first veicle... "furgone" in italian... pack delivery...
the zip has 3 files
the inc for "furgone"
a little main *.pov to charge the inc ( my objects anyway are normally at 0,0,0)
a little png (I don't want to hear it does not work for me) lol
This is my old version ... I'm improving it, but soon
Of course anyone can do better as a definition of sun sky light reflections
etc.. this is my way
BR
G.
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Attachments:
Download 'furgone.zip' (358 KB)
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"GioSeregni" <gms### [at] hotmail com> wrote:
> This is my old version ... I'm improving it, but soon
> Of course anyone can do better as a definition of sun sky light reflections
> etc.. this is my way
> BR
> G.
Haha, works on 1st try!
I think there is no need for improvments.
Its a nice car for scenes.
Unfortunately, with the meshes you can't find out what belongs to what, and e.g.
turn the wheels or open/close doors.
But it doesn't matter here, looks good and can be used.
Thank you for that.
Martin
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Attachments:
Download 'test1.png' (164 KB)
Preview of image 'test1.png'

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