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"Dan Byers" <nomail@nomail> wrote in message
news:web.3e5ccd24d3ab3475e1a922da0@news.povray.org...
> Thanks for all the compliments! :)
>
> The brushed metal effect is done with the following macro:
>
> #macro boxText( bwFlag )
>
> #local baseRotate = rand(seed90)*20;
> texture {
> pigment { color rgb <.85,.9,1> }
> finish { ambient .3 diffuse .5 specular 1 roughness .05 reflection .6 }
> normal { bumps .5 scale <.5,.015,.015> }
> rotate z*baseRotate
> }
> texture {
> pigment { color rgbf <1,1,1,.75> }
> finish { ambient .3 diffuse .5 specular 1 roughness .05 reflection .6 }
> normal { bumps .5 scale <.65,.015,.015> }
> rotate z*baseRotate
> rotate z*60
> }
> #if( bwFlag = 1 )
> texture {
> pigment { color rgbf <.1,.2,.4,.75> }
> finish { ambient .3 diffuse .5 specular 1 roughness .05 reflection .6 }
> normal { bumps .5 scale <.75,.015,.015> }
> rotate z*baseRotate
> rotate z*-85
> }
> #else
> texture {
> pigment { color rgbf <.85,.9,1,.75> }
> finish { ambient .3 diffuse .5 specular 1 roughness .05 reflection .6 }
> normal { bumps .5 scale <.5,.015,.015> }
> rotate z*baseRotate
> rotate z*-105
> }
> #end
>
> #end
>
> As you can see, it's merely using layered textures, with 'bwFlag' used to
> indicate if it's a white tile or a blue tile.
>
Great. Thanks Dan.
All the best,
Andy Cocker
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