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On 9/7/2017 9:33 PM, Norbert Kern wrote:
> Jim Holsenback <spa### [at] nothanksnet> wrote:
>
>> nope ... it's procedural. the underlying pigment is a single color with
>> a touch of irid ( also changed irid_wavelength in global_settings to
>> that color ) for the normal i used f_ridged_mf
>
> I like the brass texture too.
> In fact I tried to reproduce it - here is my attempt...
>
> Perhaps you want to correct my mistakes?
lol ... i see no mistakes in fact i think you've improved it!
> normal {
> average
> normal_map {
> [1 bumps
> scale 0.0175
> bump_size 0.2
> ]
> [1 bumps
> scale 0.35
> bump_size 0.2
> ]
> [1 function {(f_ridged_mf ((4+x)/0.3, y/0.3, z/0.3, 0.5, 2.7, 4,
> 1, 1.5, 0)-1.8)*0.5}
> scale 0.35
> bump_size 0.3
> slope_map {
> [0 <0,1>]
> [0.25 <1,0>]
> [1 <1,0>]
> }
> ]
> }
> accuracy 0.003
> }
excellent variant ... i think i'll give it a go in my scene
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