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Jim Holsenback <spa### [at] nothanksnet> wrote:
> On 9/7/2017 9:33 PM, Norbert Kern wrote:
> > Jim Holsenback <spa### [at] nothanksnet> wrote:
> >
> >> nope ... it's procedural. the underlying pigment is a single color with
> >> a touch of irid ( also changed irid_wavelength in global_settings to
> >> that color ) for the normal i used f_ridged_mf
> >
> > I like the brass texture too.
> > In fact I tried to reproduce it - here is my attempt...
> >
> > Perhaps you want to correct my mistakes?
>
> lol ... i see no mistakes in fact i think you've improved it!
>
> > normal {
> > average
> > normal_map {
> > [1 bumps
> > scale 0.0175
> > bump_size 0.2
> > ]
> > [1 bumps
> > scale 0.35
> > bump_size 0.2
> > ]
> > [1 function {(f_ridged_mf ((4+x)/0.3, y/0.3, z/0.3, 0.5, 2.7, 4,
> > 1, 1.5, 0)-1.8)*0.5}
> > scale 0.35
> > bump_size 0.3
> > slope_map {
> > [0 <0,1>]
> > [0.25 <1,0>]
> > [1 <1,0>]
> > }
> > ]
> > }
> > accuracy 0.003
> > }
>
> excellent variant ... I think I'll give it a go in my scene
It's improved only in the small sharp dented marks to me, but from afar I still
prefer the setting of your turbulence, making it look more like it has been
somewhat applied, or polished, looks more like it has a history of being
crafted, yet, combining the two would be perfect both for distant and close ups!
I hop I will be able to get a hand on the final code version so that if you guys
agree, I can share it here:
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Render/POV-Ray/Sample_Materials
Along the other great POV textures?
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