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Hi. I have been using Pov-Ray for about a week and have started a few
projects. One of them is a little scene for when I start school next fall
(it is a skull on a dungeon floor). I got a skull model and have the
textures just how I want them, but the floor is giving me problems. I want
it to be more detailed than I currently know how. Can you guys give me
some suggestions?
Here is what I have to far: http://dxhut.xepher.net/pics/s.jpg
Also, how can I get the cracks between bricks to look deeper?? I tried
increasing the float value after the "brick" keyword without success.
Thanks in advance.
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"Josh" <qba### [at] yahoocom> wrote in message
news:web.40f1614e9926660e4f812c160@news.povray.org...
Hi Josh, welcome... :)
> Hi. I have been using Pov-Ray for about a week and have started a
few
> projects. One of them is a little scene for when I start school
next fall
> (it is a skull on a dungeon floor). I got a skull model and have
the
> textures just how I want them, but the floor is giving me problems.
I want
> it to be more detailed than I currently know how. Can you guys give
me
> some suggestions?
> Here is what I have to far: http://dxhut.xepher.net/pics/s.jpg
>
> Also, how can I get the cracks between bricks to look deeper?? I
tried
> increasing the float value after the "brick" keyword without
success.
Well, it's not a bad start, the skull looks good. Personally, I
would lose the brick statement altogether for this. I think, (and I
may be wrong), that the PoV brick statement is for relatively distant
images altogether. Try using superellipsoids for the bricks/slabs,
(see docs). This way, you can introduce a plane as deep as you want,
and with the textures/normals, (reduce your normals, bumps, they're
too big), and pigment that you want.
If not superellipsoids, then try a program like Wings 3D, (free -
http://www.wings3d.com/), to model your bricks or slabs, and then put
a plane just underneath them.
Also, try using a+0.0 antialiasing - it will smooth most things in
PoV.
Good luck, and keep on Povin'... It's worth it in the end. :)
~Steve~
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