//metallic paint, by tek (evilsuperbrain.com) //note that you can control the ambient brightness of these textures using the #default setting. //usage: pPigment - whatever pigment you want on your surface, fMetallic - value from 0 (not metallic) to 1 (very metallic) #macro m_tMetallicMatte(pPigment, fMetallic) //base metallic layer texture { pigment { pPigment } finish { diffuse (1-fMetallic) specular fMetallic roughness .1 metallic 1 } } #end #declare tGlossCoat = //gloss coating, this can be layered over anything to give a realistic glossy finish. texture { pigment { rgbt 1 } finish { reflection { 0.08, //adjust this to simulate other glossy materials (glass should be a low number, a mirror would be a high number) 1 //leave this, unless you want a dull looking material, in which case why are you using a gloss coating?! :) falloff 5 //this approximates fresnel reflections, without us needing to guess ior values. } conserve_energy phong 1 phong_size 200 //tune this according to your scene, it won't look perfect because it ignores the reflection falloff. } } #macro m_tMetallicGloss(pPigment, fMetallic) m_tMetallicMatte(pPigment, fMetallic) texture { tGlossCoat } #end