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Yeah, and here it is:
(By the way, this requires MegaPov .4)
#declare Scarring =
texture {pigment {bozo color_map {[0 rgb .175 transmit .75][1 rgb .175
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125 transmit
.75][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
2}translate 25}
#declare Rusting2 =
texture {pigment {bozo color_map {[0 rgb <1,.5,.4> transmit .875][1 rgb
<1,.5,.4> transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <1,.5,.4>
transmit .875][1 rgb <1,.5,.4> transmit 1]}scale .125][.5 rgb .175 transmit
1]}scale 2}translate 25}
#declare Chipping =
texture {pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit
.25][.3 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175
transmit 1]}scale 8}}
#declare Test =
function {
(noise3d(x,y,z)^0.3)
*noise3d(x*5,y*5,z*5)
*(noise3d(x*20,y*20,z*20)^0.3)
}
#declare Test2 =
function {
(noise3d(x,y,z)^2)
*noise3d(x*5,y*5,z*5)
*(noise3d(x*20,y*20,z*20)^0.3)
}
#declare RustedTex1 =
texture {
pigment { function {Test} triangle_wave
pigment_map {
[.7 bozo color_map {[.4 rgb 1][.5 rgb <.6,.65,.8>][.6 rgb .65]} turbulence
1 scale 1/2]
[.8 bozo color_map {[0 rgb <.6,.4,.3>][1 rgb <.6,.5,.4>*1.5]} scale 1/3]
}
scale 1.5
}
normal { function {Test2} bump_size 1/3 scale 1/4}
finish {ambient 0 diffuse 1 phong 1.5 metallic phong_size 10}
}
texture {Scarring scale 1/16}
texture {Chipping scale 1/16}
texture {Scarring scale 1/16 scale 4*y}
texture {Scarring scale 1/32}
texture {Rusting2 scale 1/5 scale 2*z}
Do hope you can use it.
--
H.E. Day
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