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Hullo :)
I am comparing PoV-Ray to YafRay using a Cornell-Box with a sphere of metal
and one of glass inside. Please help me improve the picture for that i get
the best out of your favourit renderer ;)
I do not like the chrome yet, would rather like to have something like
http://www.secondreality.ch/tutorials/materials/metals/metalsteel.html.
You can find my image and code at
http://www2.dgb.ch/users/k01e/klasse/philippG/pov/
--
thank you,
Philipp Germann
PS: I hope o postet it in the right group ... Please tell me if i am wrong -
I dont read news.povray.org regularly.
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"qiv" <nomail@nomail> wrote in message
news:web.3fa3b6f31a0a765548a13730@news.povray.org...
> Hullo :)
>
> I am comparing PoV-Ray to YafRay using a Cornell-Box with a sphere of metal
> and one of glass inside. Please help me improve the picture for that i get
> the best out of your favourit renderer ;)
>
> I do not like the chrome yet, would rather like to have something like
> http://www.secondreality.ch/tutorials/materials/metals/metalsteel.html.
>
> You can find my image and code at
> http://www2.dgb.ch/users/k01e/klasse/philippG/pov/
Hi qiv,
ideally and IMHO it would be better to compare to Cornell-Box scenes (your pov
scene and an "ideal chrome" scene). Trying to compare such disparate scenes
makes it very hard to figure out what is different (it's like looking at your
tan in a nightclub and wondering why it's not as good as a model's tan on a
beach - for all you know it might be).
That said, the "ideal" seems to have quite a lot of phong/specular highlights,
which implies a surface with some roughness - however, just slapping some phong
on top of a reflective surface is a little unrealistic. Perhaps take a look at
http://www.students.tut.fi/~warp/povQandT/languageQandT.html#blurredreflection
for blurred reflection?
Here's my attempt to get closer to your ideal (long render time):
#declare MSPig = pigment{ color rgb <0.9, 0.8, 0.6> }
#declare MSFin = finish{
ambient 0
diffuse 0.5
brilliance 10
reflection { 0.75, 0.95 metallic 1 falloff 3}
}
// MetalSphere
sphere {
<1/3, 1/4, 1/2.5> 1/4
texture {
average
texture_map{
#declare Count = 1;
#declare Max = 25;
#declare MyRand = seed(3245);
#while(Count<Max)
[1
pigment{MSPig}
finish{MSFin}
normal{
bumps 0.1
translate<rand(MyRand),rand(MyRand),rand(MyRand)>*0.75
scale 1000
}
]
#declare Count = Count + 1;
#end
}
}
photons{
target
reflection on
refraction off
}
}
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