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"Loki" <nomail@nomail> wrote:
> "Sylvain" <rem### [at] lapostenet> wrote:
> > While looking for something simple to model with POV in order to learn how
> > to use it, I came across my game of Go lying on the floor. My goal is to
> > model a full Go board but, as someone has to start somewhere, I began with
> > the Go stones (actually a squeezed sphere). Here is the result for remarks
> > and comments !
> > Sylvain
>
> I don't know about your set, but my Go set has little ridges around the
> stones 'equators' as if they have been made in two bits. Have you tried
> constructing the stones from two intersecting squished spheres rather than
> just one? Might make them look a little more physical. Also they will
> have been handled by human hands and the greasy marks on them will lead to
> variations in the coefficients of specular roughness across their surfaces.
> Tried making a variegated 'finish' with small deviations in this?
>
> L
> -
Thanks Loki. By the way, the plane texture is copied from your "sphere on
checkered plane" picture !
My set has ridges too, but it is made of plastic and I thought the stone
sets were smoother. Your remark about the greasy marks sounds great, but I
don't get how to make the variations in the coefficients of specular
roughness (I am still quite a beginner in textures). The texture for the
black stones is simply :
normal { crackle scale <0.3,0.1,0.3>*0.1 turbulence 0.2 }
finish { phong 1 phong_size 15 }
Should I use layered finish or something like that ?
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