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Alain Martel <kua### [at] videotron ca> wrote:
> > Hi all,
> > I am sorry.
> > I don't understand the complex explanation of some changes made after version
> > 2.x, but I'm "reverting" some of my files.
> > I would appreciate if someone could translate these instructions because my old
> > compiler got from the CAD layer name and wrote something like this, which is now
> > not valid.
> >
>
> My take.
> > DEF GOLDDARK Material {diffuseColor 0.81 0.71 0.23 ambientIntensity 0.5
> > specularColor 1 1 1 shininess 1}
> #declare GOLDDARK = material{
> pigment{rgb<0.81, 0.71, 0.23>}
> finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
> reflection{0.6 metallic}
> }
> }// This is a metal.
>
> The metallic key word cause the highlight and reflection to take the
> colour of the surface.
> Need an environment to show in the reflection.
>
> >
> > DEF POLIBLUE Material {emissiveColor 0 0 0 diffuseColor 0.05 0 0.50
> > ambientIntensity 0.4 specularColor 0.8 0.8 0.8 shininess 0.625}
> #declare POLIBLUE = material{
> pigment{rgb<0.05, 0, 0.5>}
> finish{diffuse 0.7 ambient 0.1 specular 0.8 roughness 0.375}
> // That's a rather dull surface.
> }
>
> Make roughness smaller to make the highlight tighter.
>
> >
> > DEF DEMIRED Material {ambientIntensity 0.4 diffuseColor 0.6 0.1 0.1
> > specularColor 0.6 0.1 0.1 shininess 0.8 transparency 0.3}
> #declare DEMIRED = material{
> pigment{rgbt<1, 0.8, 0.8, 0.6>}//transparent pigment.
> finish{diffuse 0.5 ambient 0 specular 0.8 fresnel roughness 0.1
> reflection{ 1 fresnel}
> }
> interior{ior 1.5// required for fresnel to work
> dispersion 1.02// blue refract more than red by that amount
> fade_color rgb<0.6, 0.1, 0.1>//Actual colour
> fade_distance 0.1//Define how the thickness affect the colour
> fade_power 1001 //a standard value
> }
> }
>
> That's a transparent material. Made it have a colour that depends on the
> thickness. Adjust fade_distance as needed. fade_distance depends on the
> scale of your scene.
> Need an IOR for the fresnel reflection to work. Will show refraction.
> Fresnel highlight and reflection are minimal when the surface is viewed
> perpendicularly and maximum at grazing angles.
> Need an environment to show in the transparency and the effect of
> refraction.
>
> >
> > Thanks in advanced!
> > G.
> >
> >
Thanks!
but sorry, "material" is exactly my trouble. I used it in the far 2002, but now,
it is
not anymore working for me
So, if I use your suggestion for declare
#declare GOLDDARK = material{
pigment{rgb<0.81, 0.71, 0.23>}
finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
reflection{0.6 metallic}
}
}// This is a metal.
I get:
Parse Error: No matching } in 'material', pigment found instead
Render failed
Post a reply to this message
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hi,
"GioSeregni" <gms### [at] hotmail com> wrote:
> ...
> #declare GOLDDARK = material{
> pigment{rgb<0.81, 0.71, 0.23>}
> finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
> reflection{0.6 metallic}
> }
> }// This is a metal.
>
> I get:
> Parse Error: No matching } in 'material', pigment found instead
> Render failed
POV-Ray is looking for a 'texture{}' to wrap the pigment and finish, see:
<https://wiki.povray.org/content/Reference:Material>. hth.
regards, jr.
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"jr" <cre### [at] gmail com> wrote:
> hi,
> "GioSeregni" <gms### [at] hotmail com> wrote:
> > ...
> > #declare GOLDDARK = material{
> > pigment{rgb<0.81, 0.71, 0.23>}
> > finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
> > reflection{0.6 metallic}
> > }
> > }// This is a metal.
> >
> > I get:
> > Parse Error: No matching } in 'material', pigment found instead
> > Render failed
>
> POV-Ray is looking for a 'texture{}' to wrap the pigment and finish, see:
> <https://wiki.povray.org/content/Reference:Material>. hth.
>
>
> regards, jr.
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!
Post a reply to this message
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"GioSeregni" <gms### [at] hotmail com> wrote:
> 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!
What happened is that texture used to have interior as part of it.
Then interiors became it's own thing - separate from texture.
So to apply both to an object, you need to put them in a material {} statement.
material {} does accept a pigment {} statement directly.
So just do
material {
texture {pigment {}}
}
and that will work.
- BW
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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>
}
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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!
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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!
Post a reply to this message
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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