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Looking good. I have used arroways maps before myself. You need to add the
bump map in though. You can either do this via a normal map, or make a
heightfield. When I used them, I prefered the heightfiled option as
normals beyond a certain scale start to look 'paited on' to me. Here is
the basic code I used:
//START
#declare BM="pavement 04-b.jpg";//bump map
#declare DM="pavement 04-d.jpg";//diffuse map
#declare SM="pavement 04-s.jpg";//specular/reflective map
#declare Scl=<1200,10,1200>; //tile size (the arroway site has this for
the samples)
#declare Spec=0.1; //specular/reflective strength (again you
can use arroway's info)
#macro Tex1(IMap,Ref)//texture mapping as a macro to simply use
pigment {image_map { jpeg IMap map_type 0 interpolate 2 once } rotate
x*90}
finish {
ambient 0 diffuse 0.4//
conserve_energy
reflection{0 Ref fresnel on metallic 0}
}
#end
#declare Dif=0.4;//diffuse value, you need to vary to see what looks best
#declare Tile=
height_field{jpeg BM
material{
texture{
image_pattern { jpeg SM map_type 0 interpolate 2 once }
texture_map{
[0 Tex1(DM,0)]
[1 Tex1(DM,Spec)]
}
}
interior{ior 1.56}//using fresnel reflection, vary ior accordingly
}
}
#declare Siz=6;//creating a 6x6 tiling of the tile
union{
#declare i=1;#while (i<Siz)
#declare j=1;#while (j<Siz)
object{Tile translate <-i,0,-j>}
#declare j=j+1;#end
#declare i=i+1;#end
scale Scl
}
-tgq
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