POV-Ray : Newsgroups : povray.general : Metal normal. : Re: Metal normal. Server Time
11 Aug 2024 21:21:58 EDT (-0400)
  Re: Metal normal.  
From: Mike
Date: 10 May 1999 20:16:17
Message: <37376739.B071CE7F@aol.com>
Are you talking about brushed metal?  That's what those anisotropic shaders everyone
is always talking about do.  I think they require uv coordinates, but a spherical
mapping technically does have those, so it could probably be added to POV-Ray.  But
I digress...

If you can get the spiral correct and increase the frequency below screen res, then
super high AA should create the desired effect.  Just use Adaptive sampling and an
AA depth of like 4 or 5 and a threshold of .01 or something like that.  Then take a
trip somewhere while it renders. ;)

-Mike

Spider wrote:

> Hello. I've been modelling a bit on a pice of decoration here, one of the few
> real-life objects I've been doing after measurements and aiming for a good scale
> of things..
>
> I'm rather satisfied with the model as  it is, but I have a really hard time
> getting the texture to look "right" .
>
> It is a silver texture, fairly dull (i've got this one). But then the hard part
> comes. It's brushed in a spiral pattern (a disc in the x-z plane, radius approx
> 5 pov). I've tried using the spiral patterns, but I can't seem to get them thin
> enough to look good without a great deal of "interference"(the best description
> I have)
>
> does anyone have tips/ideas for a solution to this ?
> --
> //Spider    --  [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> And the meek'll inherit what they damn well please
>         Get ahead, go figure, go ahead and pull the trigger
>                 Everything under the gun
>                         --"Sisters Of Mercy" -- "Under The Gun"


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