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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/
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