POV-Ray : Newsgroups : povray.binaries.images : premier : premier Server Time
7 Aug 2024 09:22:36 EDT (-0400)
  premier  
From: nemesis
Date: 24 Apr 2006 11:50:00
Message: <web.444cf3024ef70b213976a8750@news.povray.org>
hello, all!  my first public posting of an image!  I decided to skip the
classic sphere-on-a-checkered-plane theme much for the happiness of
everyone... :)

I'm not new to povray, but finally i've got some free time in my hands in
recent years to break out from mere experiments and try something decent,
so i'm hoping my techniques improve accordingly.

This one came up in about 3 hours -- just 12 minutes to render on a P4.  I
was bored at a java course, installed povray and after some mud piling came
up with a simple scene depicting a ceramic jar on top of a glass tabletop.
There is a marble floor -- or at least that's what it was supposed to be --
and a few benches nearby.  Four pointlights above squarely positioned.
There's some DoF too...

The floor marble texturing was the actual original point of this image -- I
wanted to create truly realistic marble floor, but somewhere inbetween
missed it... still, i found the image nice enough to share and not feel
embarassed... :P

i appreciate thoughts and critiques...

source code, as messy as anything quickly scratched:


global_settings { assumed_gamma 1.33 }

camera { location <-3.47,3.18,1.6> look_at <.4,.5,.7> angle 40
        aperture .1 blur_samples 40 variance .0001 focal_point
<.46,.926,1.2>
}

light_source { <2.8,2.8,.2> .8 }
light_source { <-2.8,2.8,.2> .8 }
light_source { <2.8,2.8,-2.8> .8 }
light_source { <-2.8,2.8,-2.8> .8 }


#declare p_marm1 =
pigment { marble
        color_map {
                [0 rgb 1]
                [0.7 rgb 1]
                [1 rgb .6*<.7,.86,.76>]
        }
        warp { turbulence 1.3 }
        warp { black_hole 2, 2 repeat x*5 turbulence 3.5 inverse }
}
#declare n_marm1 =
normal { marble
        warp { turbulence 1.3 }
        warp { black_hole 2, 2 repeat x*5 turbulence 3.5 inverse }
}

#declare p_marm2 =
pigment { marble
        color_map {
                [0 rgb 1]
                [0.68 rgb <.8,.92,1>]
                [1 rgb <.7,.8,.86>]
        }
        warp { turbulence 2.3 }
        warp { black_hole 2, 2 repeat x*4.3 turbulence 2.5 inverse }
        rotate <20,40,10>
        scale 2.3
}
#declare n_marm2 =
normal { marble
        warp { turbulence 2.3 }
        warp { black_hole 2, 2 repeat x*4.3 turbulence 2.5 inverse }
        rotate <20,40,10>
        scale 2.3
}

// floor
plane { y, 0
        texture {
                pigment { agate agate_turb .2
                        pigment_map {
                                [0 p_marm1 scale 4.3 scale z*.4 rotate y*10
]
                                [0.6 p_marm1 scale 3.3 rotate y*30]
                                [1 p_marm2 rotate z*20]
                        }
                        scale 2.4
                        warp { turbulence 1.4 }
                        warp { repeat x offset .04*y flip 2.3*z }
                        warp { repeat z offset 3*x flip x }
                }
                normal { average
                        normal_map {
                        [0 quilted control0 .2 control1 .02 bump_size .94
                        ]
                        [.3 agate agate_turb .2
                                normal_map {
                                        [0 n_marm1 scale 4.3 scale z*.4
rotate y*10 ]
                                        [0.6 n_marm1 scale 3.3 rotate y*30]
                                        [1 n_marm2 rotate z*20]
                                }
                                scale 2.4
                                warp { turbulence 1.4 }
                        ]
                        [.84 crackle turbulence .2 scale .001 ]
                        [1 quilted control0 .2 control1 .02 bump_size .94
                        ]
                        }
                                warp { repeat x offset .04*y flip z }
                                warp { repeat z offset 3*x flip x }
                }
                finish { ambient .3 diffuse .1 specular .8 roughness .01
metallic reflection { .7 } }
        }
}

// well, there's a wall as well
plane { -z, -3
        pigment { rgb <1,.8,.8> }
}

// and a ceiling
plane { -y, -3.4
        pigment { rgb 1 }
}

// table
union {
        box { -.5,.5
                scale <1.8,.9,1.5>
                pigment { agate agate_turb .7 color_map{[0 rgb 0][.7 rgb
0][1 rgb <.7,.9,.9>]} sine_wave warp { turbulence .3 } scale .1 rotate
<2,0,20> translate .2*x }
                normal { agate agate_turb .7 sine_wave warp { turbulence .3
} scale .1 rotate <2,0,20> translate .2*x }
                finish { diffuse .1 specular .88 roughness .003 }
                translate .45*y
        }
        // glass tabletop
        box { -.5,.5
                scale <2.2,.026,1.9>
                translate (.9+.013)*y
                texture {
                        pigment { rgbt <.8,1,.8,.9> }
                        finish { ambient .2 diffuse .1 specular .6 roughness
..0001 reflection { .7 } }
                }
                interior { ior 1.55 }
        }
        rotate y*90
        translate <.3,0,1.4>
}

#declare bench =
union {
        cylinder { -.5*y,.5*y, .05 scale y*.6 translate (.6/2-.051)*y
translate .46*z rotate -6*x rotate 90*y }
        cylinder { -.5*y,.5*y, .05 scale y*.6 translate (.6/2-.051)*y
translate .46*z rotate -6*x rotate 2*90*y }
        cylinder { -.5*y,.5*y, .05 scale y*.6 translate (.6/2-.051)*y
translate .46*z rotate -6*x rotate 3*90*y }
        cylinder { -.5*y,.5*y, .05 scale y*.6 translate (.6/2-.051)*y
translate .46*z rotate -6*x rotate 4*90*y }

        cylinder { -.5*y,.5*y, .5 scale y*.05 translate (.6+.025)*y }

        pigment { wood color_map{[0 rgb <.4,.2,0>][1 rgb <.6,.5,.4>]}
sine_wave warp { turbulence .3 } scale .01 rotate <2,0,20> translate .2*x }
        rotate y*20
}

object { bench translate -1.8*x }
object { bench translate 1.96*x + 1*z }
object { bench rotate y*66 translate <2.5,0,-1.3> }

sor { 6
        <.2,0>
        <.16,0>
        <.19.33>
        <.082,.69>
        <.132,.84>
        <.1,.91>
        open
        //pigment { rgb y }
        pigment { granite turbulence 1.5 color_map{[0 rgb y][.2 rgb
<.8,.6,.6>][1 rgb 1]} scale .06 }
        finish { phong .7 }
        translate (.9+.026)*y
        translate <.46,0,1.2>
}


Post a reply to this message


Attachments:
Download 'mesa_e_ceramica.jpg' (30 KB)

Preview of image 'mesa_e_ceramica.jpg'
mesa_e_ceramica.jpg


 

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.