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"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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