Fruit doodle

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Fruit doodle

Postby Torf » Thu Aug 25, 2005 11:10 pm

Here's my second overall model. Again nothing special, but IMHO it's easier to start small :wink:
Texture is POV procedural, lighting is HDRI+Radiosity+Area Light (lighting is on my learning list, too :D)

Feel free to comment!
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Postby squirrelhavoc » Thu Aug 25, 2005 11:29 pm

The plain model looks nice, but the textured model blew me away. That was a procedural? And the light looks like it's affected by the "bumps" of the apple. Good job!
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Postby sascha » Fri Aug 26, 2005 7:53 am

Very nice!

The texture is excellent - the color, together with the bump-map and the highlight it looks very realistic. The global illumination looks good on the plain model, but IMHO the shadowy parts (and the shadow itself) of the colored apple are still too bright, or too flat - making them look as if lit with plain old "ambient" light.
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Postby kl » Sat Aug 27, 2005 9:32 pm

wow! 100% procedural texture and pigment?
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Postby Torf » Sun Aug 28, 2005 10:42 am

kl wrote:wow! 100% procedural texture and pigment?

Yep :D Here's the code:
Code: Select all
#macro Speckles(Color,Seed)
   bozo
   color_map {
      [ 0.75 rgbt 1 ]
      [ 0.82 Color ]
   }
   translate <rand(Seed),rand(Seed),rand(Seed)>*1000
   scale 0.015*<1,20,1>
#end

#local pigBackground = pigment {
   radial
   color_map {
      [ 0 rgb<0.5,0.85,0.1>*0.8 ]
      [ 1 rgb<0.8,0.1,0.05>*0.8 ]
   }
   sine_wave
   scale 100
   warp { turbulence 8 }
   scale 1/100
}

#local S = seed(48390);

#declare matApple = material {
   texture { pigment { pigBackground } }
   texture { pigment { Speckles(rgbft <0.8,0.5,0,0.5,0.4>,S) } }
   texture { pigment { Speckles(rgbft <0.6,0.8,0,0.5,0.4>,S) } }
   texture { pigment { Speckles(rgbft <0.9,0.9,0,0.5,0.4>,S) } }
   texture {
      pigment { rgbt 1 }
      finish {
         specular 0.4
         roughness 0.01
         phong 0.2
         phong_size 5
         reflection { 0,0.001 }
      }
      normal {
         average
         normal_map {
            [ 0.5 wrinkles 0.65 scale 0.1 ]
            [ 0.25 wrinkles 0.2 scale 0.01 ]
         }
         
      }
   }
   rotate y*20
}


Sascha, you're right about the shadows being to bright. Contrast is a problem I got with all my images :? I'll remember to check twice next time, though...
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Postby sascha » Sun Aug 28, 2005 12:05 pm

Awesome texture!

About the shadow. "Too bright" was probably the wrong term. What I mean is that it somehow looks flat. The shadow right under the apple should be much darker than the rest of the shadow (because less "global" light is reaching this area). This is a common problem with simple ambient lighting, but global illumination should take account of it.

I've never understood all those radiosity settings in POV-Ray, so I don't know how to get it right - looks like it takes too few samples.

It would be interesting how it looks in Inyo using ambient occlusion. David...?
I could try to convert your texture into a bsh-texture script for Inyo.
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Postby dcuny » Sun Aug 28, 2005 5:28 pm

At the moment, JPatch isn't passing the proper geometry to Inyo - the translations and rotations are getting lost. I'm currently coding Inyo against an older version of JPatch.

I was planning on bugging you about it more once you got the viewport code working. :P

You could also export the model to Blender, since it supports AO.
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Postby sascha » Sun Aug 28, 2005 7:15 pm

:oops:

Ok, the Modeler is almost functional again. I'll have a look on the Animator soon - I'll try to fix the Inyo related issues when I add proper support for the new viewports to the Animator.
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