POV-Ray : Newsgroups : povray.binaries.images : Apparent circular pattern of scratches : Re: Apparent circular pattern of scratches Server Time
28 Apr 2024 23:48:31 EDT (-0400)
  Re: Apparent circular pattern of scratches  
From: omniverse
Date: 26 Jan 2019 13:55:03
Message: <web.5c4cac675e3f44509c5d6c810@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> Hello,
>
> here is my attempt, using a layered texture and an imagefile for the scratches
> (similar to what Thomas posted here -
>
http://news.povray.org/povray.advanced-users/message/%3C5c4970bb%40news.povray.org%3E/#%3C5c4970bb%40news.povray.org%
3E
> ).
>
>
> material {
>         texture {
>                 pigment {color srgb <0.9284,0.9016,0.8678>}
>   normal {
>                         average
>                         normal_map {
>                                 [1      bump_map {png "scratches"}
>                                         bump_size -1
>                                 ]
>                                 [1      bump_map {png "scratches"}
>                                         bump_size -1
>                                         rotate x*90
>                                 ]
>                                 [1      bump_map {png "scratches"}
>                                         bump_size -1
>                                         rotate z*90
>                                 ]
>                         }
>                         accuracy 0.003
>                 }
>                 finish {
>                         ambient 0
>                         diffuse 0.1
>                         specular 1
>                         roughness 0.0003
>                  phong 0.5
>                         phong_size 10
>                         brilliance 3
>                         reflection {0.6, 1 fresnel on metallic}
>                         conserve_energy
>                 }
>         }
>         texture {
>   pigment {color srgbf <0.96,0.965,0.975,0.99/0.8>*0.8}
>   finish {
>           ambient 0
>           diffuse 0.05
>           reflection {0, 1 fresnel on}
>           conserve_energy
>           specular albedo 0.5
>                         roughness 0.001
>                         brilliance 7
>                 }
>  }
>         interior {ior 3.64}
>         scale 1
>  Reorient_Trans (z, 1)
> }
>
> Norbert

I like that, fine scratches or scuffed. Great how it follows the curvatures and
reflected light.

Any criticism I can think of would be that some lines appear to radiate outward
from the lit areas, showing up as bright as the other, non-radial lines. Which
is what was mentioned before about the original idea, so I wonder how that
directional condition could be achieved? Seems like a polarization effect needed
to do that anyhow.


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