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mienai[AT]hotmail.com nous apporta ses lumieres en ce 2005-01-10 22:18:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry. Generally the blurryness should
> increase the farther the object is from the reflecting surface. Any ideas?
>
>
Look at http://www.ignorancia.org/tech_page.php?image=6&db=tips
With an adequate pigment, phong or specular highlight and reflection
(constant or variable) values, you can realisticaly simulate most surface.
Alain
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mienai[AT]hotmail.com <mienai[AT]hotmail.com> wrote:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry. Generally the blurryness should
> increase the farther the object is from the reflecting surface. Any ideas?
If you want blurred reflection, you can use this trick:
http://tag.povray.org/povQandT/languageQandT.html#blurredreflection
However, often it's enough to fake a "blurry" look by other means
and the image will still look good (like in the example posted in
the other reply).
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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mienai[AT]hotmail.com wrote:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry. Generally the blurryness should
> increase the farther the object is from the reflecting surface. Any ideas?
This may be what you want. Pay special attention to camera blur settings
and the normal:
default { finish { ambient 0 } }
global_settings
{
assumed_gamma 1
}
camera {
location <0,.5,-5>
look_at 0
blur_samples 500//000//131072
aperture .02
variance 1/384
confidence 0.9
focal_point <-2,0,-1.2>
}
light_source { <0, 2, -100> rgb 1 }
light_source { <-100, 100, -100> rgb 2.5 }
//sky_sphere { pigment { color rgb <0.2, 0.5, 0.9> } }
plane { y, -1 texture {
pigment { checker
rgb <0.02, 0.05, 0.4>*2
rgb <0.02, 0.05, 0.4>*0.5
}
}
interior { ior 1.33 }
}
#declare textured = normal
{
spotted 1 scale .001
}
sphere { 0,10000 pigment { rgb 1 } finish { diffuse 0 ambient 1 } hollow }
sphere { <3,0,4>,1 pigment {color rgb <0.01,0.1,0.7>*1} finish { diffuse
0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel }
conserve_energy } interior { ior 1.33 } normal { textured }}
sphere { <-2,0,0>,1 pigment {color rgb <1,0.1,0.05>*1} finish { diffuse
0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel }
conserve_energy } interior { ior 1.33 } normal { textured }}
sphere { <1,0,10>,1 pigment {color rgb <0.01,0.5,0.2>*.25} finish {
diffuse 0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel }
conserve_energy } interior { ior 1.33 } normal { textured }}
--
~Mike
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