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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.
--------------------
dan
Goofy Graffix - http://hometown.aol.com/goofygrafx
DanByersArt - http://www.huntel.net/goofygraffix
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