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pov needs a feature that lets objects have metallic scratches like look
at the hood of a car all the little round lines that move with the light
as well as a way to make the edges of objects a different texture
(easily) so that you can make it look like the paint is worn off.
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Bob Findlay wrote:
>
> pov needs a feature that lets objects have metallic scratches like look
> at the hood of a car all the little round lines that move with the light
> as well as a way to make the edges of objects a different texture
> (easily) so that you can make it look like the paint is worn off.
Try bump maps.
--
Ken Tyler
mailto://tylereng@pacbell.net
http://home.pacbell.net/tylereng/links.htm
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On Sun, 25 Jul 1999 11:22:51 -0700, Bob Findlay <rbf### [at] gatewaynet>
wrote:
>pov needs a feature that lets objects have metallic scratches like look
>at the hood of a car all the little round lines that move with the light
>as well as a way to make the edges of objects a different texture
>(easily) so that you can make it look like the paint is worn off.
Sounds like that anisotropic shading stuff that Lance is burning our
years about :) Hey, if MAX can do it, POV can do it too!
Meanwhile I'd try 10 or 20 or 100 averaged randomly placed onion
triangle_wave normals. Should work.
Peter Popov
ICQ: 15002700
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It should be simple enough to do provided you have uv values for a surface.
I think you need to have that first before you can start adding anisotropic
stuff though.
[Insert usual speach about uv mapping here]
-Mike
> >pov needs a feature that lets objects have metallic scratches like look
> >at the hood of a car all the little round lines that move with the light
> >as well as a way to make the edges of objects a different texture
> >(easily) so that you can make it look like the paint is worn off.
>
> Sounds like that anisotropic shading stuff that Lance is burning our
> years about :) Hey, if MAX can do it, POV can do it too!
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Mike wrote in message <379BAC13.38C29BCF@aol.com>...
>It should be simple enough to do provided you have uv values for a surface.
>I think you need to have that first before you can start adding anisotropic
>stuff though.
>
>[Insert usual speach about uv mapping here]
UV mapping -- see Nathan Kopp's UVPov or the Superpatch.
>
>-Mike
>
>> >pov needs a feature that lets objects have metallic scratches like look
>> >at the hood of a car all the little round lines that move with the light
>> >as well as a way to make the edges of objects a different texture
>> >(easily) so that you can make it look like the paint is worn off.
>>
>> Sounds like that anisotropic shading stuff that Lance is burning our
>> years about :) Hey, if MAX can do it, POV can do it too!
>
>
>
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>> Sounds like that anisotropic shading stuff that Lance is burning our
>> years about :) Hey, if MAX can do it, POV can do it too!
Yup, that's the stuff!!! ;-)
>It should be simple enough to do provided you have uv values for a surface.
>I think you need to have that first before you can start adding anisotropic
>stuff though.
Actually got anistrophy you don't need them, it's just another shading type
dependant on surface normals, it doesn't have anything to do with UV
co-ords.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://listen.to/colorblind
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Do you have a site with example images so we can have a look at this
anisotropical shading? Like a with and without image.
--
Anthony L. Bennett
http://welcome.to/TonyB
Non nova, sed nove.
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Peter Popov wrote:
>
> On Sun, 25 Jul 1999 11:22:51 -0700, Bob Findlay <rbf### [at] gatewaynet>
> wrote:
>
> >pov needs a feature that lets objects have metallic scratches like look
> >at the hood of a car all the little round lines that move with the light
> >as well as a way to make the edges of objects a different texture
> >(easily) so that you can make it look like the paint is worn off.
>
> Sounds like that anisotropic shading stuff that Lance is burning our
> years about :) Hey, if MAX can do it, POV can do it too!
>
> Meanwhile I'd try 10 or 20 or 100 averaged randomly placed onion
> triangle_wave normals. Should work.
render something that's ridicully big...
Bumpmaps might work..
//Spider
--At the gates of silent memory.
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> Actually got anistrophy you don't need them, it's just another shading type
> dependant on surface normals, it doesn't have anything to do with UV
> co-ords.
You're right. I've seen renderman shaders that use uv values to create the look
of brushed metal, but that's not really anistrophy. Well it is, but technically
it isn't. Or maybe technically it is - the original question seemed to be
related to brushed metal. Little grooves are what causes the anistrophic
effect. You can make a sphere look like a christmas ball wrapped in silk by
creating a halo-like highlight, but it looks fake.
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Whenever someone posts a photo to demonstrate something in p.b.i
we see how fake all of our renderings really are.
Mike wrote:
>
> > Actually got anistrophy you don't need them, it's just another shading type
> > dependant on surface normals, it doesn't have anything to do with UV
> > co-ords.
>
> You're right. I've seen renderman shaders that use uv values to create the look
> of brushed metal, but that's not really anistrophy. Well it is, but technically
> it isn't. Or maybe technically it is - the original question seemed to be
> related to brushed metal. Little grooves are what causes the anistrophic
> effect. You can make a sphere look like a christmas ball wrapped in silk by
> creating a halo-like highlight, but it looks fake.
--
Cheers
Steve
------------------------------------------------------------------------------------------------
%HAV-A-NICEDAY Error reading file mailto:sjl### [at] ndirectcouk
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