POV-Ray : Newsgroups : povray.binaries.images : Worn metal texture : Re: Worn metal texture Server Time
4 Oct 2024 21:13:58 EDT (-0400)
  Re: Worn metal texture  
From: Bob Hughes
Date: 18 Feb 1999 19:42:44
Message: <36CCB36B.1F1E7BFB@aol.com>
Something I should have mentioned the first time: various amounts of
'crand'.
As long as you don't animate the helmet it should be fine. Trouble is,
you have to have light on all sides so as to cover all parts, at least
dim lights, to keep both normal and finish on all parts of the object.
If this isn't done just flat, textureless places will appear, lacking in
any normal or finish.


Martin Magnusson wrote:
> 
> Thanks for the tips, Bob.
> 
> I changed the texture a bit: changed the rust (more pronounced edges, better
> colours), changed the normals (a bit smoother dents on stead of very
> small-scaled bumps) and added some dull spots.
> 
> Is there still room for improvement?
> 
> Current texture definitions:
> 
> #declare MaskSubTex_1 =
> texture{
>   pigment{
>     rgb 1.1
>   }
>   finish{
>     metallic
>     specular .6
>     roughness .001
>     reflection .18
>     brilliance 4.2
>   }
>   normal{
>     dents .5
>     scale .3
>     translate -z*10
>    /* normal_map{
>      [0   dents -.2   scale <.03, .05, .05>]
>      [.15 dents -.2   scale <.03, .05, .05>]
>      //[.90 bumps .85    scale <.03, 1, 1>/7]
>      //[1   bumps .85    scale <.03, 1, 1>/7]
>      [.8 checker .1  turbulence 0   scale <.1, 1, .1>]
>      [1 checker .1  turbulence 0   scale <.1, 1, .1>]
>     } */
>   }
> }
> 
> #declare MaskSubTex_2 =
> texture{
>   pigment{
>     rgb <.95, 1, .95>
>   }
>   finish{
>     metallic
>     specular (.1 + .6) / 2
>     roughness (.1 + .001) / 2
>     reflection .08
>     brilliance (3 + 4.2) / 2
>   }
>   normal{
>     dents -.5
>     scale .3
>     translate -z*10
>   }
> }
> 
> #declare MaskTex_1 =          //Metal
> texture{
>   dents
>   //scale .3
>   turbulence .6
>   translate z*10
>   texture_map{
>     [0 MaskSubTex_1]
>     //[0.35 MaskSubTex_1]
>     //[0.85 MaskSubTex_2]
>     [1 MaskSubTex_2]
>   }
> }
> 
> #declare MaskTex_2 =    //Rust
> texture{
>   pigment{
>     bozo
>     color_map{
>       [0 rgb <1, .9, .8>/1.05]
>       [1 rgb <1, .85, .8>/1.25]
>     }
>     scale .25
>   }
>   finish{
>     metallic
>     specular .1
>     roughness .006
>     reflection .02
>     brilliance 4
>   }
>   normal{
>     bumps -.3
>     scale <.02, .04, .04>
>   }
> }
> 
> 
> 
>   texture{
>     dents
>     scale <.03, .05, .03>/1.2
>     turbulence .8
>     texture_map{
>       [0 MaskTex_1]
>       [0.35 MaskTex_1]
>       [0.85 MaskTex_2]
>       [1 MaskTex_2]
>     }
>   }
> 
> 
> --
> Martin Magnusson
> e-mail: Martin.Mag
> nus### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/
> 
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
 mailto:inv### [at] aolcom?PoV


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