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I am trying to create a "realistic" rose gold metal texture. I want to have
very small dents and bumps
show up sparingly. The example I have tried below creates small dents and
bumps but they are quite
close together and there are a lot of them. What method/command in the
normal will space these small
dents and bumps much further apart but keep them as small?
#declare Gold_Texture2 =
texture {
pigment{ rgb <1.0, 0.50, 0.35>} // Rose Gold color
finish{
metallic
reflection 0.8
ambient 0.01 // 0.2
diffuse 0.5
phong 1.0
}
normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
normal { dents 1 scale <0.01,0.01,0.03> scale 0.005}
}
** Yes I know the double scale commands is a bit silly **
I'm attaching the "polished" version of the metal and the "denty" version of
the metal.
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Attachments:
Download 'Metal1.jpg' (5 KB)
Download 'Metal2.jpg' (8 KB)
Preview of image 'Metal1.jpg'
Preview of image 'Metal2.jpg'
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From: Jaime Vives Piqueres
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 12:36:30
Message: <3d24798d@news.povray.org>
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Patrick Dugan wrote:
> normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
> normal { dents 1 scale <0.01,0.01,0.03> scale 0.005}
> }
>
> ** Yes I know the double scale commands is a bit silly **
Why? I use multiple scale commands a lot! ;) But multiple normal
statements *really* seems silly... only the last counts! :)
To achieve what you want, you need a normal_map with entries at different
scales. Take a look at the manual (6.7.2.2), and experiment with different
patterns, both for the normal_map pattern and for the map entries.
And don't forget to use HQ antialiasing or focal_blur.... :)
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Patrick Dugan wrote:
> normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
> ** Yes I know the double scale commands is a bit silly **
Here's I deal with such code to reduce the length of the line:
scale <0.1,0.1,0.3>*.005
--
Samuel Benge
sbe### [at] caltelcom
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Well when I experiment I come up with all sorts of goofy code! But even
with a SINGLE normal can't you space out the small dents/bumps?
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:3d24798d@news.povray.org...
> Patrick Dugan wrote:
>
> > normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
> > normal { dents 1 scale <0.01,0.01,0.03> scale 0.005}
> > }
> >
> > ** Yes I know the double scale commands is a bit silly **
>
> Why? I use multiple scale commands a lot! ;) But multiple normal
> statements *really* seems silly... only the last counts! :)
>
> To achieve what you want, you need a normal_map with entries at
different
> scales. Take a look at the manual (6.7.2.2), and experiment with different
> patterns, both for the normal_map pattern and for the map entries.
>
> And don't forget to use HQ antialiasing or focal_blur.... :)
>
> --
> Jaime Vives Piqueres
>
> La Persistencia de la Ignorancia
> http://www.ignorancia.org
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Nevermind. It finally dawned on me. If I use the normal map I can specify
the percentage of that dent/bump used.
Thanks!
"Patrick Dugan" <pat### [at] netinsnet> wrote in message
news:3d24846c@news.povray.org...
> Well when I experiment I come up with all sorts of goofy code! But even
> with a SINGLE normal can't you space out the small dents/bumps?
>
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
> news:3d24798d@news.povray.org...
> > Patrick Dugan wrote:
> >
> > > normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
> > > normal { dents 1 scale <0.01,0.01,0.03> scale 0.005}
> > > }
> > >
> > > ** Yes I know the double scale commands is a bit silly **
> >
> > Why? I use multiple scale commands a lot! ;) But multiple normal
> > statements *really* seems silly... only the last counts! :)
> >
> > To achieve what you want, you need a normal_map with entries at
> different
> > scales. Take a look at the manual (6.7.2.2), and experiment with
different
> > patterns, both for the normal_map pattern and for the map entries.
> >
> > And don't forget to use HQ antialiasing or focal_blur.... :)
> >
> > --
> > Jaime Vives Piqueres
> >
> > La Persistencia de la Ignorancia
> > http://www.ignorancia.org
>
>
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I was scanning the sections on normals and the example here seems to show
the same
doubling of normals that I used. The docs says they will be blended rather
than only using the
last one.
3.9.2.2 Blending Normals
Normals can be layered similar to pigments but the results can be
unexpected. Let's try that now by editing the sphere as follows.
sphere {
<0,0,0>, 1
pigment { Gray75 }
normal { radial frequency 10 }
normal { gradient y scale .2 }
}
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:3d24798d@news.povray.org...
> Patrick Dugan wrote:
>
> > normal { bumps 1 scale <0.1,0.1,0.3> scale 0.005}
> > normal { dents 1 scale <0.01,0.01,0.03> scale 0.005}
> > }
> >
> > ** Yes I know the double scale commands is a bit silly **
>
> Why? I use multiple scale commands a lot! ;) But multiple normal
> statements *really* seems silly... only the last counts! :)
>
> To achieve what you want, you need a normal_map with entries at
different
> scales. Take a look at the manual (6.7.2.2), and experiment with different
> patterns, both for the normal_map pattern and for the map entries.
>
> And don't forget to use HQ antialiasing or focal_blur.... :)
>
> --
> Jaime Vives Piqueres
>
> La Persistencia de la Ignorancia
> http://www.ignorancia.org
Post a reply to this message
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From: Jaime Vives Piqueres
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 14:53:46
Message: <3d2499b9@news.povray.org>
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Patrick Dugan wrote:
> 3.9.2.2 Blending Normals
> Normals can be layered similar to pigments but the results can be
> unexpected. Let's try that now by editing the sphere as follows.
>
> sphere {
> <0,0,0>, 1
> pigment { Gray75 }
> normal { radial frequency 10 }
> normal { gradient y scale .2 }
> }
Oops! My fault for not RTFM entirely, I usually read directly the syntax
reference. The section on the syntax chapter seems to induce to think that
only one instance is permited. At least that layering-blending capability
is not mentioned at all... but thast's the nice thing about POV, it can do
so many things that you are always learning. Great!
But now, I'm curious about how it looks... another thing for my "pending
tests" list! :(
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
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Patrick Dugan wrote:
>
> I am trying to create a "realistic" rose gold metal texture. I want to have
> very small dents and bumps
> show up sparingly. The example I have tried below creates small dents and
> bumps but they are quite
> close together and there are a lot of them. What method/command in the
> normal will space these small
> dents and bumps much further apart but keep them as small?
Use a normal map:
normal { granite
normal_map {
[.5 granite .0000001]
[.5 granite ]
}
}
I use this on my Rusty character to give his gold texture the look
of gold plating that is exfoliating due to corrosion.
Regards,
John
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I also find this a bit curious. The documentation also has in section 6.7.6 :
"Note: layered textures must use the texture wrapped around any pigment, normal or
finish statements. Do not use multiple
pigment, normal or finish statements without putting them inside the texture
statement."
This suggests one should use:
sphere {
<0,0,0>, 1
texture { pigment { Gray75 } normal { radial frequency 10 } }
texture { pigment { Gray75 } normal { gradient y scale .2 } }
}
Of course, without some transparency I suspect only one of these layers would show.
If one wants to average the textures, then one might use the average "pattern" and a
normal_map.
--
Robert Chaffe
http://www.donovansweb.com/~chaffe/
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