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Hi there,
I'm currently working on my IRTC wip for the Great Invention still.
I was wondering what you thought of this brushed metallic cylinder?
Source code for cylinder is:
cylinder { <0, -5, 0>, <0, 5,0>, 1
texture {
pigment { rgb 1 }
normal { bump_map { png "BrushedMetal.png" map_type 2 interpolate 2}
translate <0,-0.5,0> scale y*5 bump_size 7
}
finish {
ambient 0
reflection 0.6
brilliance 5
specular 0.01
metallic
}
}
rotate z*60
}
And first image is the Render, took 78 secs on my 450Mhz.
And second image is a sample of the texture I used to brush the cylinder!
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Attachments:
Download 'brushedcylinder.png' (163 KB)
Download 'brushedmetal_sample.png' (31 KB)
Preview of image 'brushedcylinder.png'
Preview of image 'brushedmetal_sample.png'
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> And first image is the Render, took 78 secs on my 450Mhz.
BTW, the black line below the cylinder is most likely caused by the
shadow on the background caused by the single light at an angle of 30
degrees over the cylinder.
Simon
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Xilo Musimene wrote:
> I was wondering what you thought of this
> brushed metallic cylinder?
It looks quite nice.
Perhaps have a look at this brushed metal too:
http://runevision.com/show.asp?page=povgoodies&data=brushed
This texture actually doesn't have any small bumps at all, but it looks
very much like brushed metal, even from long distances. Well, this
technique actually doesn't do anything to the sides of the cylinders,
only the caps (the ends of the cylinders), but then, I think it's the
cylinder caps that best show off brushed metal... ;)
It can be combined with your own texture too...
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Mar 9**
POV-Ray Ring: http://webring.povray.co.uk
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Xilo Musimene wrote:
> Hi there,
> I'm currently working on my IRTC wip for the Great Invention still.
>
> I was wondering what you thought of this brushed metallic cylinder?
>
<snip:technical />
>
> And first image is the Render, took 78 secs on my 450Mhz.
> And second image is a sample of the texture I used to brush the cylinder!
Neat; there are lots of things motion blur on noise can make! In this
case, you may find it easier to use a noisy procedural pattern like
"granite". The following normal resembles what you did with a bump_map:
normal
{
granite 0.1
scale <0.1, 20, 1>
no_bump_scale // Keeps my scaling from messing up the bump depth.
}
The attached image is a rendering of a cylinder with this normal. By
using procedural textures, you can:
* Forget about having to make your bump_maps "blend" together.
* Get virtually infinite resolution because you're not using a bitmap
but a mathematical function.
* Use less memory because you aren't loading an image.
* Spend less time mucking about in Photoshop :-)
--
Dan P
http://<broken link>
Post a reply to this message
Attachments:
Download 'cylinder.jpg' (109 KB)
Preview of image 'cylinder.jpg'
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> It looks quite nice.
Thanks!
> Perhaps have a look at this brushed metal too:
> http://runevision.com/show.asp?page=povgoodies&data=brushed
>
> This texture actually doesn't have any small bumps at all, but it looks
> very much like brushed metal, even from long distances. Well, this
> technique actually doesn't do anything to the sides of the cylinders,
> only the caps (the ends of the cylinders), but then, I think it's the
> cylinder caps that best show off brushed metal... ;)
>
> It can be combined with your own texture too...
I remember seeing these here on the newsgroups too... It is very neat!
I guess this effect could also be used to make the kind of rainbow
refraction seen on CD-ROMs.
However, I will not need cylinder caps in my scene, only the sides of
them...
Thanks!
Simon
Post a reply to this message
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> Neat; there are lots of things motion blur on noise can make! In this
> case, you may find it easier to use a noisy procedural pattern like
> "granite". The following normal resembles what you did with a bump_map:
Yup, although I only used horizontal blur! ;)
> The attached image is a rendering of a cylinder with this normal. By
> using procedural textures, you can:
>
> * Forget about having to make your bump_maps "blend" together.
> * Get virtually infinite resolution because you're not using a bitmap
> but a mathematical function.
> * Use less memory because you aren't loading an image.
> * Spend less time mucking about in Photoshop :-)
I didn't spend much time in GIMP, I knew exactly what I wanted and GIMP
provide WYSIWYG!
And I can easily add home-made scratches to my texture as well...
Though, I like maths and I like a povray file that is "self-contained"
with all the textures generated... Eventually I may take the time to
learn POV-Ray more indepth, but I'm trying to use the computer the least
possible. It's not even a hobby anymore, it's more like a sporadic
passion from the past! ;)
Thanks,
Simon
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Xilo Musimene wrote:
> I remember seeing these here on the newsgroups too...
> It is very neat! I guess this effect could also be
> used to make the kind of rainbow refraction seen on
> CD-ROMs.
Hehe, actually I made the CD-effect first and derived the brushed metal
texture from that. :)
http://runevision.com/show.asp?page=include&data=cd
> However, I will not need cylinder caps in my scene,
> only the sides of them...
Okay.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Mar 9**
POV-Ray Ring: http://webring.povray.co.uk
Post a reply to this message
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> Hehe, actually I made the CD-effect first and derived the brushed metal
> texture from that. :)
> http://runevision.com/show.asp?page=include&data=cd
Wow! Very nice, although I guess it might be very difficult to achieve
the rainbow spectrum. I mean, it is rare you only see a few colors on a
cd, usually the whole spectrum of light is scattered in the reflection.
But anyway, I'll keep working on my cylinders! And btw, I checked the
index of your include directory and... well... I admit I had to bookmark
it for future reference! ;)
Simon
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Xilo Musimene wrote:
>> Neat; there are lots of things motion blur on noise can make! In this
>> case, you may find it easier to use a noisy procedural pattern like
>> "granite". The following normal resembles what you did with a bump_map:
>
> Yup, although I only used horizontal blur! ;)
Hehe -- horse, piece.
>> The attached image is a rendering of a cylinder with this normal. By
>> using procedural textures, you can:
>>
>> * Forget about having to make your bump_maps "blend" together.
>> * Get virtually infinite resolution because you're not using a bitmap
>> but a mathematical function.
>> * Use less memory because you aren't loading an image.
>> * Spend less time mucking about in Photoshop :-)
>
> I didn't spend much time in GIMP, I knew exactly what I wanted and GIMP
> provide WYSIWYG!
Ah, a GIMPer! Great to hear it!
> And I can easily add home-made scratches to my texture as well...
>
> Though, I like maths and I like a povray file that is "self-contained"
> with all the textures generated... Eventually I may take the time to
> learn POV-Ray more indepth, but I'm trying to use the computer the least
> possible. It's not even a hobby anymore, it's more like a sporadic
> passion from the past! ;)
You've got a good point about the scratches and stuff -- you have more
control over your texture. You could use average your textures to
seperate the brushed metal part from the scratches as well.
Sporadic Passion -- is that the sequel to Mel's film? :-)
--
Respectfully,
Dan P
http://<broken link>
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> Hehe, actually I made the CD-effect first and derived the brushed metal
> texture from that. :)
> http://runevision.com/show.asp?page=include&data=cd
OK, that's just the coolest!
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