POV-Ray : Newsgroups : povray.binaries.images : Metalflake Motorcycle : Re: Metalflake Motorcycle Server Time
16 Nov 2024 06:17:07 EST (-0500)
  Re: Metalflake Motorcycle  
From: Duckman
Date: 6 Mar 2003 16:04:00
Message: <3e67b7c0$1@news.povray.org>
"Ross Litscher" <lit### [at] osuedu> wrote in message
news:3e67a510@news.povray.org...
>
> Duckman <duc### [at] wxsnl> wrote in message news:3e67977c@news.povray.org...
> > Hi guys, I'm trying to create a Metalflake finish in Pov-ray. Back in
the
> > seventies it was a popular type of paint, using a very rough metallic
> flake
> > basecoat, under a smooth glossy transparant coloured paint. The texture
I
> > used in this pic is:
> >
> > texture { pigment { color red 0.200 green 0.000 blue 0.200 }finish{phong
2
> > roughness .05 specular 2 metallic .9 reflection .3} normal {bumps .3}}
> >
> > it looks okay for the basecoat but needs a smooth glossy top layer....
Has
> > anyone got some tips or ideas how to improve this?
> > Mark van der Kwaak
> > www.dbbp.com
> >
> >
> >
> >
>
> is putting a "real" outside coating around the metal parts out of the
> question? i got this effect with this code, but it made the paint look
more
> blue. making a layered texture, i couldn't quite get it to look like this.
> but i didn't spend much time.
>
>
> #declare layered_paint_1 =
> texture
>
>         pigment
>
>                 rgb <0.200, 0.000, 0.200>
>         }
>         finish{
>                phong 2
>                phong_size 10
>                roughness .05
>                specular 2
>                metallic .9
>                reflection .3
>         }
>         normal {bumps .3}
> }
>
> sphere {
>         <0, 5, 0>,5
>         scale <1, .2, 1>
>         texture {layered_paint_1 scale .01}
> }
>
>
> sphere {
>         <0, 5.05, 0>, 5.05
>         scale <1, .2, 1>
>         texture {
>         pigment {
>                 rgbt <.9, .9, 9, .95>
>         }
>         finish {
>                 phong .75
>                 phong_size 130
>                 specular 1
>                 roughness .001
>         }
>     }
> }
>
Well, I thought of that but it would be a hell of a job....
there must be an easier way!


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