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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] student uu se
www-site: http://www.geocities.com/SoHo/9946/
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