POV-Ray : Newsgroups : povray.binaries.images : Metal texture/normal gurus.. Server Time
31 Oct 2024 16:14:53 EDT (-0400)
  Metal texture/normal gurus.. (Message 1 to 9 of 9)  
From: Patrick Dugan
Subject: Metal texture/normal gurus..
Date: 4 Jul 2002 10:58:40
Message: <3d2462a0@news.povray.org>
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'
Metal1.jpg

Preview of image 'Metal2.jpg'
Metal2.jpg


 

From: Jaime Vives Piqueres
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 12:36:30
Message: <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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From: Samuel Benge
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 13:18:34
Message: <3D248367.1040307@caltel.com>
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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From: Patrick Dugan
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 13:22:52
Message: <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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From: Patrick Dugan
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 13:26:07
Message: <3d24852f$1@news.povray.org>
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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From: Patrick Dugan
Subject: Re: Metal texture/normal gurus..
Date: 4 Jul 2002 13:55:58
Message: <3d248c2e@news.povray.org>
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


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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>
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


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From: John VanSickle
Subject: Re: Metal texture/normal gurus..
Date: 6 Jul 2002 05:28:24
Message: <3D26B853.F83A72B4@hotmail.com>
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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From: Robert Chaffe
Subject: Re: Metal texture/normal gurus..
Date: 10 Jul 2002 00:29:35
Message: <3d2bb82f@news.povray.org>
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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