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This is my work here:
https://github.com/zemora/penrose_rubic/blob/master/penrose.png?raw=true
I'm not very satified with it because I think it's not as realistic as I want. I
tried to reproduce the image here:
http://scorpius.github.io/large/pov-3puzzles.jpg
but my work is still not as good as there. One problem may be with the "grout",
I used plain White plane and
{ ambient 0.1 diffuse 0.6 specular 0.6 roughness 0.1}
(the author of that image used a natural bump map image)
But it's too hard for me to make the tile rounded at the edges and make the
grouts look real
And some other problem may be with my lights, finish of the tiles, etc.
The souce file is on github:
https://github.com/zemora/penrose_rubic
I hope you could help me improve it!
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On 8-3-2018 8:21, mathzhaoliang wrote:
>
> This is my work here:
>
> https://github.com/zemora/penrose_rubic/blob/master/penrose.png?raw=true
>
> I'm not very satified with it because I think it's not as realistic as I want. I
> tried to reproduce the image here:
>
> http://scorpius.github.io/large/pov-3puzzles.jpg
>
> but my work is still not as good as there. One problem may be with the "grout",
> I used plain White plane and
>
> { ambient 0.1 diffuse 0.6 specular 0.6 roughness 0.1}
Where the grout is concerned, you could use a normal with your texture.
Example:
plane {
y, 0
texture {
pigment {rgb 1}
finish {
ambient 0
diffuse 0.6
specular 0.6
roughness 0.1
}
normal {
granite 0.5
scale 0.0001
}
}
}
If you are using version 3.7 and up, I suggest you always use ambient 0
(or leave it out of the finish). You can vary the strength of the
granite normal by increasing/decreasing the value. The scale in the
example is set for micronormals. Play with it by increasing/decreasing
the value until you are satisfied.
--
Thomas
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On 08/03/2018 07:51, Thomas de Groot wrote:
> Where the grout is concerned, you could use a normal with your texture.
> Example:
And the same for the reflective tiles.
But with a different value of micro normals and try bumps
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> On 08/03/2018 07:51, Thomas de Groot wrote:
> > Where the grout is concerned, you could use a normal with your texture.
> > Example:
>
> And the same for the reflective tiles.
> But with a different value of micro normals and try bumps
>
> --
>
> Regards
> Stephen
I'm not very clear of the difference between "bump" and "bozo", they look like
almost the same... what's wrong with using "bozo" here?
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On 08/03/2018 08:38, mathzhaoliang wrote:
>
> Stephen <mca### [at] aolcom> wrote:
>> On 08/03/2018 07:51, Thomas de Groot wrote:
>>> Where the grout is concerned, you could use a normal with your texture.
>>> Example:
>>
>> And the same for the reflective tiles.
>> But with a different value of micro normals and try bumps
>>
>> --
>>
>> Regards
>> Stephen
>
> I'm not very clear of the difference between "bump" and "bozo", they look like
> almost the same... what's wrong with using "bozo" here?
>
>
I don't think there is a difference. The names being different are for
backward compatibility. I did not read your code all the way through to
see what you were using. It was just a general comment.
--
Regards
Stephen
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 8-3-2018 8:21, mathzhaoliang wrote:
> >
> > This is my work here:
> >
> > https://github.com/zemora/penrose_rubic/blob/master/penrose.png?raw=true
> >
> > I'm not very satified with it because I think it's not as realistic as I want. I
> > tried to reproduce the image here:
> >
> > http://scorpius.github.io/large/pov-3puzzles.jpg
> >
> > but my work is still not as good as there. One problem may be with the "grout",
> > I used plain White plane and
> >
> > { ambient 0.1 diffuse 0.6 specular 0.6 roughness 0.1}
>
> Where the grout is concerned, you could use a normal with your texture.
> Example:
>
> plane {
> y, 0
> texture {
> pigment {rgb 1}
> finish {
> ambient 0
> diffuse 0.6
> specular 0.6
> roughness 0.1
> }
> normal {
> granite 0.5
> scale 0.0001
> }
> }
> }
>
> If you are using version 3.7 and up, I suggest you always use ambient 0
> (or leave it out of the finish). You can vary the strength of the
> granite normal by increasing/decreasing the value. The scale in the
> example is set for micronormals. Play with it by increasing/decreasing
> the value until you are satisfied.
>
> --
> Thomas
I'm using 3.7 and if ambient is 0 then the grout in the shadow are all black...
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Am 08.03.2018 um 10:00 schrieb mathzhaoliang:
> I'm using 3.7 and if ambient is 0 then the grout in the shadow are all black...
You're not using radiosity?
Whenever you want something to look realistic, make sure to use radiosity.
BTW, with radiosity on, ambient is ignored (presuming your scene has
`#version 3.7` or higher), so you can leave it at the default.
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Le 18-03-08 à 02:21, mathzhaoliang a écrit :
>
> This is my work here:
>
> https://github.com/zemora/penrose_rubic/blob/master/penrose.png?raw=true
>
> I'm not very satified with it because I think it's not as realistic as I want. I
> tried to reproduce the image here:
>
> http://scorpius.github.io/large/pov-3puzzles.jpg
>
> but my work is still not as good as there. One problem may be with the "grout",
> I used plain White plane and
>
> { ambient 0.1 diffuse 0.6 specular 0.6 roughness 0.1}
>
> (the author of that image used a natural bump map image)
>
> But it's too hard for me to make the tile rounded at the edges and make the
> grouts look real
>
> And some other problem may be with my lights, finish of the tiles, etc.
>
> The souce file is on github:
>
> https://github.com/zemora/penrose_rubic
>
> I hope you could help me improve it!
>
>
My take :
Add some pattern to that plane, like granite or bumps scalled smapp.
You can also add some normals. I'd go with granite of agate, maybe bumps
scalled small.
To really go all the way, you can replace that plane with an isosurface
using a granite or bumps based function. Here also, you can add some
pattern to make it more interesting.
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Le 18-03-08 à 03:38, mathzhaoliang a écrit :
>
> Stephen <mca### [at] aolcom> wrote:
>> On 08/03/2018 07:51, Thomas de Groot wrote:
>>> Where the grout is concerned, you could use a normal with your texture.
>>> Example:
>>
>> And the same for the reflective tiles.
>> But with a different value of micro normals and try bumps
>>
>> --
>>
>> Regards
>> Stephen
>
> I'm not very clear of the difference between "bump" and "bozo", they look like
> almost the same... what's wrong with using "bozo" here?
>
>
They are basically the same.
bumps use a grey scale.
bozo, used as a pigment, have a default colour map.
When used as a normal, they are exactly the same thing.
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Alain <kua### [at] videotronca> wrote:
> Le 18-03-08 à 03:38, mathzhaoliang a écrit :
> >
> > Stephen <mca### [at] aolcom> wrote:
> >> On 08/03/2018 07:51, Thomas de Groot wrote:
> >>> Where the grout is concerned, you could use a normal with your texture.
> >>> Example:
> >>
> >> And the same for the reflective tiles.
> >> But with a different value of micro normals and try bumps
> >>
> >> --
> >>
> >> Regards
> >> Stephen
> >
> > I'm not very clear of the difference between "bump" and "bozo", they look like
> > almost the same... what's wrong with using "bozo" here?
> >
> >
>
> They are basically the same.
> bumps use a grey scale.
> bozo, used as a pigment, have a default colour map.
> When used as a normal, they are exactly the same thing.
Thansk for this information!
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