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I'll have a 1024x768 jpeg on my site in a day or two.... enjoy :)
----------
dan
Goofy Graffix - http://hometown.aol.com/goofygrafx
DanByersArt - http://www.huntel.net/goofygraffix
Post a reply to this message
Attachments:
Download 'splork 2.jpg' (77 KB)
Preview of image 'splork 2.jpg'
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"Dan Byers" <goo### [at] huntelnet> schrieb im Newsbeitrag
news:BA81680E.3054%goo### [at] huntelnet...
> I'll have a 1024x768 jpeg on my site in a day or two.... enjoy :)
>
> ----------
> dan
> Goofy Graffix - http://hometown.aol.com/goofygrafx
> DanByersArt - http://www.huntel.net/goofygraffix
>
Hi Dan!
Are you going to post the source?
bye
jsj
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"Josef Schmid" <J_S### [at] t-onlinede> wrote in news:3e5c2091$1
@news.povray.org:
> Hi Dan!
>
>
> Are you going to post the source?
>
> bye
> jsj
>
>
Then we could have an IRTC round with a splork theme ;)
Gotta love them splorks
Post a reply to this message
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Oh, this one is pretty nice! :) Saved on my harddisk now. I like these
textures much more. Are the tiles procedural, or done with a paintprogram?
There are a lot of places where people have abstract art on the walls, but I
think your pictures would look better on those walls.
Regards,
Hugo
Post a reply to this message
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"Dan Byers" <goo### [at] huntelnet> wrote in message
news:BA81680E.3054%goo### [at] huntelnet...
> I'll have a 1024x768 jpeg on my site in a day or two.... enjoy :)
Hi Dan,
Great pic. I love the brushed metal texture. Is it procedural? If so, could I have the
code
please?
All the best,
Andy Cocker
Post a reply to this message
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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
Post a reply to this message
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"Tom Galvin" <tom### [at] imporg> schrieb im Newsbeitrag
news:Xns### [at] 204213191226...
>
> Then we could have an IRTC round with a splork theme ;)
>
> Gotta love them splorks
>
lol...
then perhaps we could see such pics like
wet splork
the lonely (but happy) splork
innocent splork
little red riding splork
...
;-)
bye
jsj
Post a reply to this message
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"Dan Byers" <nomail@nomail> wrote in message
news:web.3e5ccd24d3ab3475e1a922da0@news.povray.org...
> 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.
>
Great. Thanks Dan.
All the best,
Andy Cocker
Post a reply to this message
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WOW! Beautiful Splork-age! I like this one even more than the last one.
-Ian
Post a reply to this message
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