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"Kenneth" <kdw### [at] gmailcom> wrote:
> "kmcpeak" <kmc### [at] ethzch> wrote:
>
> >
> > I used a transform to bring the top of the silicon surface to y = 0. This
> > helped me figure out the pigment_map. Attached is my latest effort. I think
> > I need to move the lights a bit but overall this is way way better than
> > where I started.
>
> Hey, that's looking *much* better.
>
> I think (as you say) that the light positions are still not quite right. It
> looks like they are 'diagonal' to the object, and still too close to it. In my
> own tests, those light positions turned out to be rather critical, to change the
> 'bumps' into 'indents.' Try placing them exactly left-and-right to the object,
> really far away, and maybe lower in y(?). (And no fade-power, of course.) With
> some more experimentation, you'll probably find the 'sweet spot' for those
> lights.
After some movement of the lights and adding bumps to the etch pits attached is
my latest best effort. Might stop here... Code below:
#declare Tex_Silicon =
texture{
pigment{
gradient y
pigment_map{
[0.01 // For the top surface only
average
pigment_map{
[1 rgb 0.3]
[1.25 bumps scale .0005]
}
]
[0.01 // immediately under the surface
average
pigment_map{
[1 rgb 0.7]
[0.5 bumps scale .0005]
}
]
[0.8 // for the indents
average
pigment_map{
[1 rgb 0.5]
[0.5 bumps scale .0005]
}
]
}
scale 1.65*<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 0.1 diffuse 1} // You might want to add a little bit of
ambient.
}
#declare Material_0=material{
texture {Tex_Silicon }
}
camera {
location <0.00000, 55, 0.000000> // <up/down, height, right/left>
look_at <0.000000, 0.000000, 0.000000>
right x*image_width/image_height
//up <0,0,1>
rotate <0, 90, 0>
}
// The lights...
// Top left
light_source {
<0, 0, 0>
color rgb .7
area_light
<20, 0, 0> <0, 40, 0> // lights spread out across this distance (x * z)
8, 8 // 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 <50, 20, 80> // <+up/-down, +height, -right/+left>
}
// Right middle
light_source {
<0, 0, 0>
color rgb .9
area_light
<0, 0, 0> <10, 30, 0> // lights spread out across this distance (x * z)
8, 8 // 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, 35, -60> // <+up/-down, +height, -right/+left>
}
// Top
light_source {
<0, 0, 0>
color rgb .2
area_light
<0, 0, 0> <30, 0, 30> // lights spread out across this distance (x * z)
8, 8 // 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 <0, 50, 0> // <+up/-down, +height, -right/+left>
}
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Attachments:
Download 'fig1_sem-pov_comparison.png' (965 KB)
Preview of image 'fig1_sem-pov_comparison.png'
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