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"s.day" <s.d### [at] uelacuk> wrote:
> Wow, great detail and the textures look excellent, the image is great as well,
> love the textures on the gas cylinders.. How did you get the glow effect on the
> numbers is it just high ambient or are they actual light sources?
>
> Sean
Thanks Sean, I really put a lot of time into this one (which made my elephant
shot over on TC-RTC suffer a bit unfortunately). Nice bugs in your shot BTW - I
love the detail render :)
Each glowing number is basically simple emitting media with some faintly lit
point lights scattered along the vertices of the mesh. The internal reflections
and refractions are just ray-tracing gravy on my glass texture (which both
surprised and pleased me).
As an example, here's the first test I did last month as a proof-of-concept to
make sure I could actually create a believable Nixie tube for the shot [the hex
plate in front is just an image_pattern stencil mask created from the
Hex_Tiles_Ptrn() macro in "textures.inc" that I rendered, took into PhotoShop
and inverted colors, tightened the histogram using Levels, and applied a bit of
Gaussian blur].
Sample Code:
(And yes, I know, this is the *images* group, but it just makes more sense to me
to have it all in one place; mea culpa)
#version 3.7;
default { pigment {rgb 0.7} finish { ambient 0 diffuse 0.7 }}
global_settings { radiosity {} }
// camera & EXR environment lighting
camera {
location <0, 0, -150>
look_at <0, 0, 0>
right x*image_width/image_height
angle 30
}
sphere {0, 1000 hollow inverse
pigment { image_map { exr "probe_stpeters.exr" map_type 1 interpolate 2} }
finish { diffuse 0 ambient 0.5 }
}
// "Tube"
#declare Tube = difference {
sphere { 0, 1.02 }
sphere { 0, 1 hollow inverse}
material {
texture {
pigment {rgb 0.35 transmit 0.85 filter 0.15}
normal {bumps 0.01 scale 0.025 }
finish {
reflection {0.25, 0.95 fresnel on} conserve_energy
specular 0.5 roughness 0.01
}
}
interior {ior 1.01 dispersion 1.01 caustics 1}
}
scale <0.75, 1.25, 0.75>
}
object { Tube scale 30 }
// Number test
#declare Num = torus { 10, 1 hollow rotate x*90 scale z*0.35}
#local n = 0;
#local MAX = 40;
union {
// media "number"
object {Num hollow
pigment {rgbt 0.95}
finish {ambient 1 diffuse 0}
interior {
media {
emission 1
density {
function{abs(z)}
density_map {
[0 rgb 0]
[0.5 rgb <1, 0.25, 0>*6]
[0.7 rgb <1, 0.50, 0>*6]
[1 rgb 1]
}
}
}
media {
emission 1
density {
bozo
density_map {
[0 rgb <1, 0.25, 0>*2]
[1 rgb <1, 0.50, 0>*2]
}
}
}
}
no_shadow
}
// some actual lights within the number
#while (n<MAX)
object {
light_source { 0
color rgb <255,180,80>/255*0.07
fade_power 2 fade_distance 20
}
translate <10, 0, 0>
rotate z*360/MAX*n
}
#local n = n + 1;
#end
// back plate
box {-1, 1
scale <15, 20, 0.5>
translate z*5
pigment { rgb 0.5 }
normal {agate 0.075 scale 0.075}
finish {reflection {0.2, 0.5 fresnel on} conserve_energy}
}
// Front "mesh" (an image_pattern stencil mask)
box {-1, 1
texture {
image_pattern { png "hexagons.png" }
texture_map {
[0 pigment { transmit 1 } ]
[1
pigment { rgb 0.25 }
finish {reflection {0.2, 0.5 fresnel on} conserve_energy}
]
}
}
scale <15, 20, 0.1>
translate -z*3
}
rotate y*20
}
Cheers,
Rob
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Attachments:
Download 'nixietubetest.png' (461 KB)
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