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"Jim Charter" <jrc### [at] msncom> wrote in message
news:42da0c99@news.povray.org...
> Bob Hughes wrote:
>
> Nice texturing.
Thanks Jim, only a simple layered texture though. It's crackle form
<1.25,0,0.25>, which was just trial and error to get. Here it is, with
different finish statements and lowest layer (minus uppermost layer, too).
camera {
location <0, 0, -3>
look_at <0, 0, 0>
}
light_source {
<100,100,-100>, 1
}
sphere {
0, 1
texture {
pigment {
color rgb 0.5
}
}
texture {
pigment {
crackle form <1.25,0,0.25> scallop_wave turbulence 0.1 scale 0.1
color_map {
[0 color rgbf <0.7,0.65,0.625,1>]
[0.3 color rgbf <0.55,0.525,0.5,1>]
[0.7 color rgbf <0.45,0.5,0.5,1>]
[1 color rgbf <0.425,0.425,0.45,1>]
}
}
normal {
crackle -0.7 form <1.25,0,0.25> scallop_wave turbulence 0.1 scale 0.1
}
finish {
specular 0.1 roughness 0.01
}
}
texture {
pigment {
crackle form <1.25,0,0.25> scallop_wave turbulence 0.125 scale 0.033
color_map {
[0 color rgbt <0.7,0.65,0.625,0.9>]
[0.3 color rgbt <0.55,0.525,0.5,0.9>]
[0.7 color rgbt <0.45,0.5,0.5,0.9>]
[1 color rgbt <0.425,0.425,0.45,0.9>]
}
}
normal {
crackle -0.85 form <1.25,0,0.25> scallop_wave turbulence 0.125 scale
0.033
}
finish {
specular 0.1 roughness 0.01
}
}
}
I'm looking yours over now, trying to understand it.
Clever thing... although, I am finding it to be very slow to render. Since
you used 'average' I'm trying that with the layered crackle patterns now and
it looks better that way.
Should be able to create an isosurface with real surface variations instead
of faking it with a normal; unfortunately, the asteroid mesh models made
that impossible.
You might want to rethink the "Q&D" and say S&C (slow and clean). Only
joking.
> An idea for some Q&D craters
>
> #local S = seed(1234);
> #local DensityCurve =
> spline {
> 0/2 <0,0,0>
> 1/2 <.5,.15,0>
> 2/2 <1,1,0>
> };
> #local PN =
> pigment {
> average
> pigment_map {
>
> #local I=0;#while(I<256)
> #local ScaleFactor = DensityCurve(rand(S)).y;
> [1
> cylindrical
> scale .15*ScaleFactor
> #local ScaleFactor = .5*ScaleFactor;
> poly_wave .8
> pigment_map {
> [0 rgb .1]
> [.1 rgb 10*(1-ScaleFactor)]
> [.2 rgb -20*(1-ScaleFactor)]
> [1 rgb -30*(1-ScaleFactor)]
> }
> rotate <rand(S)*180,rand(S)*180,rand(S)*180>
> ]
> #local I=I+1;#end
> }
> };
> sphere {
> 0, 2
> pigment { rgb .6 }
> normal {
> pigment_pattern {
> average
> pigment_map {
> #local Scl = 1;
> #local I=0;#while(I<12)
> [1
> PN
> scale Scl
> rotate <rand(S)*180,rand(S)*180,rand(S)*180>
> ]
> #local Scl=Scl*.8;
> #local I=I+1;#end
> }
> }
> bump_size 15
> }
> }
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