POV-Ray : Newsgroups : povray.binaries.images : Improving etched pyramids : Re: Improving etched pyramids Server Time
2 Aug 2024 20:21:40 EDT (-0400)
  Re: Improving etched pyramids  
From: kmcpeak
Date: 15 Feb 2013 14:55:03
Message: <web.511e92657ee0027913f4465a0@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> Sure; glad to help. Here are the lights and the texture. This assumes that your
> own square SEM model is lying flat horizontally, with the top surface exactly at
> y=0 (and centered on the origin; but that's not critical.) Your own model might
> not be the same size as mine (which is 1X1), so adjust the light distances and
> the gradient y pigment scale if needed. BTW, the overall brightness will depend
> on what assumed_gamma you use in your scene. (I used 2.2 for this test.)
>
> // The lights...
> light_source {
>   <0, 0, 0>
>   color rgb .7
>   area_light
>   <12, 0, 0> <0, 0, 12> // lights spread out across this distance (x * z)
>   4, 4                // total number of lights in grid (4x*4z = 16 lights)
>   adaptive 0          // 0,1,2,3...
>   jitter              // adds random softening of light
>   circular            // make the shape of the light circular
>   orient              // orient light
>   translate <-10, 7, 10>
> }
>
> light_source {
>   <0, 0, 0>
>   color rgb .9
>   area_light
>   <12, 0, 0> <0, 0, 12> // lights spread out across this distance (x * z)
>   4, 4                // total number of lights in grid (4x*4z = 16 lights)
>   adaptive 0          // 0,1,2,3...
>   jitter              // adds random softening of light
>   circular            // make the shape of the light circular
>   orient              // orient light
>   translate <10, 20, 10>
> }
>
> // The texture...
> texture{
>    pigment{
>       gradient y
>       pigment_map{
>            [.01 // For the top surface only
>            average
>            pigment_map{
>               [1 rgb .16]
>               [1.5 bumps scale .003]
>                       }
>            ]
>            [.01 rgb .9] // immediately under the surface
>            [1 rgb .2]// for the indents
>                  }
>            scale .039*<1,-1,1> // Adjust the multiplier so
> // the bottom of your SEM indents don't start showing the repeating
> // gradient y pattern. The -1 for y just 'flips' the gradient y, as
> // I specified the colors going 'up', not down.
>          }
>    finish{ambient 0 diffuse 1} // You might want to add a
> // little bit of ambient.
>        }
Kenneth,

Thanks again! I implemented your code with my mesh but I am having trouble
getting the pigment_map to work. I used a plane y and a difference statement to
determine that the top surface is at y=-1.3077 and the bottom of the pyramids is
around y=-2.9 (not all of them are the same depth). But the following
pigment_map does not look like yours:

#declare Tex_Silicon =
texture{
   pigment{
      gradient y
      pigment_map{
           [1.4 // For the top surface only
           average
           pigment_map{
              [1 rgb 0.16]
              [1.5 bumps scale .003]
                      }
           ]
           [1.4 rgb 0.9] // immediately under the surface
           [2.9 rgb 0.2]// for the indents
                 }
           scale 1*<1,-1,1> // Adjust the multiplier so
// the bottom of your SEM indents don't start showing the repeating
// gradient y pattern. The -1 for y just 'flips' the gradient y, as
// I specified the colors going 'up', not down.
         }
   finish{ambient 0 diffuse 1} // You might want to add a little bit of ambient.
       }

I zipped up my POV file so you (and others if they like) can work with the real
thing.

Your help (as are all the other posts on this thread) most appreciated!

Regards,
Kevin McPeak


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