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"Bald Eagle" <cre### [at] netscape net> wrote:
> Well - damn. You prettied that sucker up very nicely :)
Thank you :)
> Are the greebles a layered texture (looks kinda like cells as the base), or a
> texture with a normal for the "outlines" of the rectangles...?
It's a couple of macros that build layered textures using a grayscale image map
pigment function as an image pattern to give variable reflection based on map
color. This serves as the bump map and underlying pigment layer too, but with
other grungy stuff averaged on top, something like:
#macro T_Ship1(vecScale, useUV)
function { fn_P_Hull(x,y,z).gray }
texture_map {
[0
#if (useUV) uv_mapping #end
pigment {
average
pigment_map {
[2 rgb 1]
[2 P_Metal01]
[2 P_Metal02]
[4 P_Hull]
}
}
normal { N_Hull }
finish { diffuse 0.65 }
scale vecScale
]
[1
#if (useUV) uv_mapping #end
pigment{
average
pigment_map{
[2 rgb 1]
[2 P_Metal01]
[2 P_Metal02]
[4 P_Hull]
}
}
normal { N_Hull }
finish {
diffuse 0.85
reflection { 0.1, 0.5 fresnel on }
conserve_energy
}
scale vecScale
]
}
#end
object { shipPart texture { T_Ship1(15, true) } interior { ior 2 } }
The main greebles image map is just a bunch of random rectangles of different
size, scales, and shades of gray from almost white through almost black.
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