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Thank you! I'll try and play around with the texture as you've shown.
Now if you can explain the 'sub surface scattering' that you referred to for
the cheese texture, I'll be set to try again.
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:4041b1ad@news.povray.org...
> > rotate <30,30,0>
> > scale .75
> > scale .3
> > }
>
> whoops, ignore that last scale .3, that's just something I was using for
my test
> you don't need it.
>
> --
> Tek
> www.evilsuperbrain.com
>
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
> news:4041b15a$1@news.povray.org...
> > "Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
> > news:40418673$1@news.povray.org...
> > > I'd appreciate any specific ideas you might
> > > have for improving it.
> >
> > WARNING - this is an incredibly long reply! But it sounded like you
wanted
> some
> > tips on texturing so I've done my best:
> >
> > Okay, well one thing stands out to me straight away: that's a very
complicated
> > material, which is rather strange since we both agree it doesn't look so
good.
> > My advice would always be keep the material very simple until you have
nearly
> > the effect you like.
> >
> > So, following that I'd suggest this much simpler version might be a good
> > starting point:
> > texture {
> > pigment {
> > wood
> > ramp_wave
> > color_map
> > {
> > [0 rgb <0.6, 0.35, 0.2> ]
> > [1 rgb <0.9, 0.65, 0.3> ]
> > }
> > turbulence 0.05
> > }
> > finish {
> > diffuse .7
> > ambient .3
> > }
> > rotate <30,30,0>
> > scale 0.75
> > }
> >
> > Now, from this we can start looking at some more complex effects,
firstly we
> can
> > change the colour map so it returns smoothly to it's starting point:
> > color_map {
> > [ 0.0 rgb <0.6, 0.35, 0.2> ]
> > [ 0.8 rgb <0.9, 0.65, 0.3> ]
> > [ 1.0 rgb <0.6, 0.35, 0.2> ]
> > }
> > Note that the colour at 1 is now the same as the colour at 0. This will
remove
> > the hard transition that occured before.
> >
> > Now, before we add anything else I think we should decide whether the
colours
> > look right. Personally I think they look far too dark for a chopping
board, so
> > I'd try something a bit lighter and yellower:
> > [ 0.0 rgb <0.9, 0.68, 0.4> ]
> > [ 0.8 rgb <1, 0.8, 0.5> ]
> > [ 1.0 rgb <0.9, 0.68, 0.4> ]
> >
> > That's still not perfect so I recommend you spend a bit longer at this
stage
> > until you get some colours you like.
> >
> > Now, let's alter the pattern of the stripes. That 0.8 value in the
colour map
> > can be changed to alter the way that the colours vary across the
surface, also
> > the ramp_wave can be changed for one of pov's other types to create
different
> > effects. Here's one example that I like but there's many other
possibilities:
> >
> > pigment {
> > wood
> > poly_wave 2
> > color_map
> > {
> > [ 0 rgb <0.9, 0.68, 0.4> ]
> > [ .05 rgb <1, 0.8, 0.5> ]
> > [ 1 rgb <0.9, 0.68, 0.4> ]
> > }
> > turbulence 0.05
> > }
> >
> > Now, lets look at the finish. The wood you had originally had a lot of
> > reflection and phong highlights, this suggests a varnished wood, but of
course
> > chopping boards aren't varnished. So let's instead try to get a smooth
but not
> > polished sheen to it. No reflections, since chopping boards aren't
really
> > reflective, a soft and subtle highlight, and we'll tweak the brightness
of the
> > material.
> >
> > finish {
> > diffuse .5
> > ambient .3
> > brilliance 1.8
> > specular .2 roughness .5 metallic 1
> > }
> >
> > There's 2 important things to notice here: the brilliance value alters
the way
> > that the diffuse lighting looks, larger values give a more gradual
falloff.
> And
> > the metallic specular highlight with a high roughness value behaves sort
of
> like
> > a half-specular/half-diffuse light. It's a trick I used to create
metallic
> > paint, but in this situation it's trying to fake the sheen that
unvarnished
> wood
> > has.
> >
> > Now, there's one final thing I'd like to do to this material, it's
looking a
> bit
> > flat so let's give it a normal map:
> >
> > normal {
> > wood
> > poly_wave 2
> > turbulence 0.05
> > normal_map
> > {
> > [ 0 granite .05 scale .4 ]
> > [ .05 radial .01 rotate x*90 sine_wave frequency 200 ]
> > [ 1 granite .05 scale .4 ]
> > }
> > }
> >
> > What I've done here is use the exact same basic pattern as the pigment,
but
> > instead of blending 2 different colours I'm blending 2 normal patterns.
> There's
> > a radial one rotated to give perpendicular stripes across the rings in
the
> wood,
> > and a granite texture to add noise to the darker patches of wood.
> >
> > Finally, we can tidy this up so that we don't have to have 2 copies of
this
> > pattern, like so:
> >
> > texture {
> > pigment_pattern {
> > //first let's take care of the wood pattern.
> > wood
> > poly_wave 2
> > color_map
> > {
> > [ 0 rgb 0 ]
> > [ .05 rgb 1 ]
> > [ 1 rgb 0 ]
> > }
> > turbulence 0.05
> > }
> >
> > //we have now defined a pattern so that
> > //anything we map to 0 appears on the "dark" rings
> > //and anything we map to zero appears on the light rings
> >
> > texture_map {
> > [0
> > //pattern for dark rings, a dark colour and noisy normal
> > pigment { rgb <0.9, 0.68, 0.4> }
> > finish {
> > diffuse .6
> > ambient .3
> > brilliance 1.8
> > specular .1 roughness .5 metallic .5
> > }
> > normal { granite .05 scale .4 }
> > ]
> > [1
> > //pattern for light rings, a lighter colour and striped normal
> > pigment { rgb <1, 0.8, 0.5> }
> > finish {
> > diffuse .6
> > ambient .3
> > brilliance 1.8
> > specular .1 roughness .5 metallic .5
> > }
> > normal { radial .01 rotate x*90 sine_wave frequency 200 }
> > ]
> > }
> >
> > rotate <30,30,0>
> > scale .75
> > scale .3
> > }
> >
> > This technique isn't entirely necessary, but I find using
pigment_patterns
> like
> > this can make it much easier to build complex textures.
> >
> > I hope all of this helps!
> >
> > --
> > Tek
> > www.evilsuperbrain.com
> >
> >
> >
>
>
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