POV-Ray : Newsgroups : povray.binaries.images : Stargate WIP : Re: Stargate WIP Server Time
7 Aug 2024 13:19:43 EDT (-0400)
  Re: Stargate WIP  
From: Mike Sobers
Date: 14 Feb 2006 00:20:01
Message: <web.43f1685e4895ceda5e9b8f540@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:
> Good modeling! How did you make those symbols? font object with stargate
> font or hand modeled?

Thanks!  I started with a font object, but it didn't look right.  So, I used
POVRay to make a b/w image for each glyph, then blurred it a bit and made a
height field with each one.

> work on the textures is definitely recommendable. it just looks to... hmm
> procedual? i think when one is able to recognize the pattern used (agate
> right? ;)) then the textures need work.
>
> Regards Roman

Well, it is a _bit_ more complex than that, but all the layers I made didn't
seem to help much.  See below for the code, and maybe you can give me some
suggestions?

> POVMAN wrote:
>
>The "Fracture" lines or cracks , need to be tightened up, thay appear to be
>smudgey.  If this cracking is from aging then I think they need to be
>stronger, sharper edges and a stronger-darker color.

Ok, I tried to fix that.

>I cent see if the top image using area_lights but is doesn't look light it.
>Sticking in high definition area_light(s) is a good way of increasing  the
>realism.
>
>Another lighting tip, is to have secondary lighting . It rare that there is
>a single light source in real life.  The secondary lights should be weaker
>than you main source but still able to cast shadows.

I added area lights and a secondary light.  I think it helped a lot!

Here's the texture code.  It's supposed to be some kind of stone. Any
suggestions?

#declare base =
texture {
    pigment {
        granite
        color_map {
            [0.3 color rgbt <0.20, 0.20, 0.25, 0.0> ]
            [0.80 color rgbt <0.15, 0.15, 0.2, 0.0> ]
            [1.00 color rgbt <0.30, 0.30, 0.35, 0.0> ]
        }
        frequency 6
        rotate <0, 10, 0>
        turbulence <0.05, 0.05, 0.05>
        octaves 6
        omega 0.7
        lambda 2
    }
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/100
  }
  #end
}

#declare overlay =
texture {
    pigment {
        granite
        color_map {
            [0.0 color rgbt <0.1, 0.1, 0.12, 0.1> ]
            [0.3 color rgbt <0.1, 0.1, 0.12, 0.2> ]
            [0.60 color rgbt <0.15, 0.15, 0.2, 0.2> ]
            [1.00 color rgbt <0.15, 0.15, 0.2, 0.1> ]
        }
        frequency 1
    }
    scale <15,35,15>
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/1000
  }
  #end
}

#declare overlay2 =
texture {
    pigment {
        granite
        color_map {
            [0.0 color rgbt <0.01, 0.01, 0.02, 0.4> ]
            [0.3 color rgbt <0.01, 0.01, 0.02, 0.1> ]
            [0.60 color rgbt <0.05, 0.05, 0.08, 0.2> ]
            [0.80 color rgbt <0.05, 0.05, 0.08, 0.5> ]
            [1.00 color rgbt <0.05, 0.05, 0.08, 0.1> ]
        }
        frequency 1
    }
    scale <15,35,15>
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/100
  }
  #end
}

#declare line =
texture {
pigment
 {wood
  turbulence 0.03
  color_map
   {[0.0, 0.01 color Black transmit 0.0 color Black transmit 0.2]
    [0.01 color Clear]
   }
 }
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/10
  }
  #end
}


#declare tex =
texture{base scale <0.6, 0.6, 0.6>}
texture{overlay2 scale 0.05*<0.5, 0.3, 0.5>}
texture{overlay scale <0.5, 0.5, 0.5> normal {wrinkles 0.1 scale 0.1 }}
texture{line scale 0.5*<1, 2, 1.4> rotate <15, 65, -30>}
texture{line scale 0.6*<1, 2, 1.4> rotate <10, 45, 30>}


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