|
|
"Toon" <nomail@nomail> wrote in message
news:web.453e0e3fc2ea32ac109a9bf40@news.povray.org...
> I'm a complete POVray newbie and I'd like some tips on the following:
>
> I'm trying to render a photorealistic image of play-doh objects. So far,
> I've had no luck in making a convincing picture. Can someone help me with:
> ... snip ...
> 2. How can I create rounded edges that look like two clay objects have
> been
> pushed together? For example when I union two overlapping spheres, the
> edge
> between the spheres is very sharp. I would like to round off these edges.
> Not outwards like in a blob, but inwards (see the example). The objects I
> would like to give a "play-doh look" are imported from another program and
> consist of many csg's, so I think it will be difficult to manually adapt
> all objects. I am kinda looking for a simple trick that adds an artificial
> shadow or something to everywhere where there is an edge of two csg's in
> the union and is not too rendering time expensive.
>
Hi Toon,
I can only think of a couple of ways of doing that sort of shape.
Unfortunately neither of them start with imported CSGs.
One of them is blobs, (which can do 'inwards' components as well as
'outwards' ones, by using negative strength values). You're right, it would
be difficult to manually adapt all of your objects. I find blobs are a right
pain to work with, but they do give you shapes that it's difficult to get
otherwise natively in POV-Ray.
The other way is to use a modeler to generate a smoothed triangular mesh
object. Many modelers allow you to start with objects like spheres and boxes
and cut yourself an approximate mesh shape, then you gan pull a few points
around to give it a more or less smooth profile.
Either way you can take a relatively smooth object and add a bumpy normal to
the texture to make it look less regular than it actually is.
If you resort to using blobs then:
1. Be prepared to use more components in a blob than you thought you'd have
to
2. Colour the component you're working on differently, otherwise it can be
very difficult to see the effect it's having on the blob
3. Define each component at the origin then scale it and rotate it before
translating it into position. Otherwise trying to work out where the hell
it's going to end up can drive you crazy.
I've included a short example below that gives a shape a little like the
body of the car in the picture you referenced.
I've coloured the dent for the windscreen red and applied a bozo normal to
the whole thing.
Regards,
Chris B.
camera { location <-4,5,-4> look_at <0,0,0>}
light_source { <-10,10,-10>, rgb 1 }
// create a smooth blobby shape
blob {
threshold 0.6
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,0>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,1>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,2>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,3>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,4>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,0,5>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,1,2>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,1,3>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,1,4>}
sphere { 0,2, 1 scale <1.5,1,1> translate <0,1,5>}
sphere { 0,3,-0.6 scale <1,0.5,4> translate <-3,0.5,5>} // Flatten Sides
sphere { 0,3,-0.6 scale <1,0.5,4> translate < 3,0.5,5>} //
sphere { 0,3,-0.6 scale <0.5,1,4> translate <0,3,5>} // Flatten Top
sphere { 0,3,-0.6 scale <0.5,1,4> translate <0,-1,5>} // Flatten
Bottom
sphere { 0,2,-1 scale <1.5,1,1> translate <0,0,-2.5>} // Flatten Front
sphere { 0,0.8,-1 scale <3,1.4,1.5>
translate <0,1.7,0.5>} // Indent Windscreen 1
sphere { 0,0.8,-3 scale <2.5,1.2,0.9>
translate <0,1.8,1.0> pigment {rgb <1,0,0>}} // Indent Windscreen 2
sphere { 0,0.7,-1 scale <0.9,1,1> rotate z*20
translate < 0.8,0.2,-1.2>} // Left Headlight
sphere { 0,0.7,-1 scale <0.8,1,1> rotate -z*25
translate <-0.7,0.2,-1.2>} // Right Headlight
pigment {color rgb <1,1,0>}
normal {bozo 0.5 scale 0.2}
}
Post a reply to this message
|
|