POV-Ray : Newsgroups : povray.binaries.images : silversmith : Re: silversmith Server Time
9 Aug 2024 11:22:28 EDT (-0400)
  Re: silversmith  
From: m1j
Date: 21 Feb 2005 22:10:01
Message: <web.421aa205e199c960f7635e200@news.povray.org>
Shay <ema### [at] yourhostcom> wrote:
> m1j wrote:
> > This image was entered but some how I did not get it
> > submitted.
> POVCOMP? IRTC?
>
> The image is great. If this was POVCOMP, you should show your detail
> shots, making of, etc.. Alternately your IRTC text submission.
>
> Also the texture on that handle?? :)
>
>   -Shay

It was povcomp.

All of the objects are modeled in lightwave of my own design. Poseray was
used to convert to povray then I just scripted the scene locations for
everything.

The wall and the table are heightfields. A very powerfull and sometime
forgotten feature of povray.

The floor is just an image map on a plane.

As for the handle it is a simple glossy wood texture from povray.

#declare Handle=
//texture{pigment {color rgb <0.1333333,0.3490196,0.3058824> transmit 0}
//        finish{phong 0.3 phong_size 40 ambient rgb <0,0,0> reflection{0
metallic}}}
//==================================================

      texture
      {
         pigment
         {
            wood
            color_map
            {
               [ 0.0     rgbft <0.4, 0.133, 0.066, 0.0, 0.0> ]
               [ 0.1     rgbft <0.4, 0.133, 0.066, 0.0, 0.0> ]
               [ 0.9     rgbft <0.2, 0.065, 0.033, 0.0, 0.0> ]
               [ 1.0     rgbft <0.2, 0.065, 0.033, 0.0, 0.0> ]
            }
            turbulence 0.05
            octaves 2
            ramp_wave
            rotate <10,10,10>
            translate y*2
            scale  <0.05, 0.05, 1.0>/2
         }
         // control an object's surface finish
  finish {
    ambient 0.1          // ambient surface reflection color [0.1]
    // (---diffuse lighting---)
    diffuse 0.6          // amount [0.6]
    brilliance 1.0       // tightness of diffuse illumination [1.0]
    // (---phong highlight---)
    phong 0.5          // amount [0.0]
    phong_size 40      // (1.0..250+) (dull->highly polished) [40]
    // (---specular highlight---)
    specular 0.5       // amount [0.0]
    //roughness 0.05     // (~1.0..0.0005) (dull->highly polished) [0.05]
    // (---phong and specular---)
    //metallic [Amount]  // give highlight color of surface
    // (---reflection---)

    reflection {
      //0.0                      // minimal reflection value (for variable
reflection)
      0.4                        // reflection amount (maximum for variable
reflection)
      //fresnel on               // realistic variable reflection
      //falloff 1.0              // falloff exponent for variable reflection
      //exponent 1.0             // influence surface reflection
characteristic
      //metallic 1.0             // tint reflection in surface color
    }
    //conserve_energy            // more realistic
    // (---others---)
    //crand 0.2                  // randomly speckle the surface [0.0]
    /*
    irid {               // Iridescence (Newton's thin film interference)
      0.25               // intensity
      //thickness 0.0    // film's thickness [0.0]
      //turbulence 0.3   // film's thickness turbulence
    }*/
  } // finish


      }


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