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"Thomas de Groot" <t.d### [at] internlnet> wrote:
> Nice!
thanks for the tips, Thomas. I tried to follow them and set ambient to very
low values, removed the metallic finish from the floor ( where was my head
at? ), low specular and a little diffuse. I also put in some radiosity in
for fun's sake and temporarily removed the glass table to focus on the
marble floor. I scaled it a bit to show off better and the quilted normal
no doubt isn't a match for real superellipsoid tiles, but still...
i also seemingly did not have much luck with the random transforms on the
stools, and the DoF doesn't help to figure it out. Well, let's call this
WIP2 and later i'll come back to it...
assumed_gamma = 1 as per request...
source, as usual:
global_settings { assumed_gamma 1 max_trace_level 10
radiosity { brightness .6 normal on }
}
// yay! randomness...
#declare R1 = seed(0);
#declare R2 = seed(12345);
#declare original_cam_pos = <-3.47,3.18,1.6>;
camera { location <-3.47,2.38,1.8> look_at <.4,.5,.7> angle 40
aperture .04 blur_samples 40 variance .0001 focal_point
<-.46,(.6+.025+.2),1.29> //<.46,.926,1.2>
}
light_source { <3.8,2.8,.2> .87
area_light 1*x,4*z,3,3 adaptive .0001 }
light_source { <-3.8,2.8,.2> .83
area_light 1*x,4*z,3,3 adaptive .0001 }
light_source { <3.8,2.8,-2.8> .86
area_light 1*x,4*z,3,3 adaptive .0001 }
light_source { <-3.8,2.8,-2.8> .89
area_light 1*x,4*z,3,3 adaptive .0001 }
#declare p_marm1 =
pigment { marble
color_map {
[0 rgb 1]
[0.7 rgb 1]
[1 rgb .8*<.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 3.3 scale z*.4 rotate y*10
]
[0.6 p_marm1 scale .4 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 .1 bump_size
1.2 scale 1.04]
[.3 agate agate_turb .2
normal_map {
[0 n_marm1 scale 3.3 scale
z*.4 rotate y*10 ]
[0.6 n_marm1 scale .4 rotate
y*30]
[1 n_marm2 rotate z*20]
}
scale 2.4
warp { turbulence 1.4 }
]
[.74 crackle turbulence .6 scale .00091]
[1 quilted control0 .1 control1 .2 bump_size
1.24 scale 1.04 rotate -x*4*rand(R2)]
}
warp { repeat x offset .04*y flip z }
warp { repeat z offset 3*x flip x }
}
finish { ambient 0 diffuse .371 brilliance .7 specular .28
roughness .001 reflection { .6 } }
scale 1.4
}
}
// there's a wall too, believe it or not...
plane { -z, -3 pigment { rgb <1,.8,.8> } finish { ambient 0 diffuse .36 } }
// and a ceiling!
plane { -y, -3.4 pigment { rgb 1 } finish { ambient 0 diffuse .2 } }
/*
// table
union {
// base
box { -.5,.5
scale <1.8,.9,1.5>
pigment { agate agate_turb .7 sine_wave
color_map{[0 rgb 0][.7 rgb 0][1 rgb <.7,.9,.9>]}
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 top
box { -.5,.5
scale <2.2,.026,1.9>
translate (.9+.013)*y
texture {
pigment { rgbt <.8,1,.8,.9> }
finish { ambient .04 diffuse .061 specular .46
roughness .001 reflection { .6 } }
}
//interior { ior 1.55 }
}
rotate y*90
translate <.3,0,1.4>
}
*/
#declare t_stool =
texture {
pigment { wood
color_map{[0 rgb <.4,.2,0>][1 rgb <.6,.5,.4>]}
sine_wave
warp { turbulence .3 }
scale .01 rotate <6,0,20> translate .2*x
}
normal { wood bump_size 1.8
sine_wave
warp { turbulence .3 }
scale .01 rotate <6,0,20> translate .2*x
}
finish { ambient .1 diffuse .37 brilliance .84 }
}
#declare stool =
union {
// feet
cylinder { -.5*y,.5*y, .05 scale y*.6 translate <0,(.6/2-.051),.46>
rotate <-6,90,0> }
cylinder { -.5*y,.5*y, .05 scale y*.6 translate <0,(.6/2-.051),.46>
rotate <-6,2*90,0> }
cylinder { -.5*y,.5*y, .05 scale y*.6 translate <0,(.6/2-.051),.46>
rotate <-6,3*90,0> }
cylinder { -.5*y,.5*y, .05 scale y*.6 translate <0,(.6/2-.051),.46>
rotate <-6,4*90,0> }
// top
cylinder { -.5*y,.5*y, .5 scale y*.05 translate (.6+.025)*y }
rotate y*20
}
#declare R = R2;
object { stool texture { t_stool rotate
<rand(R)*18,(rand(R)-5)*30,(rand(R)*18)+20> translate rand(R)*.2*x }
translate -.8*x + 1.4*z }
object { stool texture { t_stool rotate
<rand(R)*18,(rand(R)-5)*30,(rand(R)*18)+20> translate rand(R)*.2*x }
translate 1.96*x + 1*z }
object { stool texture { t_stool rotate
<rand(R)*18,(rand(R)-5)*30,(rand(R)*18)+20> translate rand(R)*.2*x } rotate
y*66 translate <2.5,0,-1.3> }
// ceramic jar. now on top of a stool :P
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 (.6+.025)*y //translate (.9+.026)*y
translate -.76*x + 1.49*z //translate <.46,0,1.2>
}
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