POV-Ray : Newsgroups : povray.binaries.images : Little Pod : Re: Little Pod Server Time
1 Oct 2024 09:23:36 EDT (-0400)
  Re: Little Pod  
From: Mick HAzelgrove
Date: 30 Aug 2000 14:30:47
Message: <39ad52d7@news.povray.org>
Well all I can say is that your textures are a vast improvement on those in
that site. If image maps work use em that's what I say! (but not fer clouds)
;)

Mick

"Simon de Vet" <sde### [at] istarca> wrote in message
news:39AD3B33.6AA0E164@istar.ca...
>
>
> Mick HAzelgrove wrote:
>
> > superb textures could you tell us a little about how you go about
creating
> > them?
>
> Considering the reaction I got to my last use of imagemaps, I'm a little
scared
> to :)
>
> The jetengines are cylindrically image and bump mapped, with a texture I
found
> at http://v2.scifi-art.com/asp/
> The finish makes them look good:
>
>    finish
>    {
>       ambient 0.0
>       phong 0.417233
>       phong_size 7.946667
>       specular 0.064733
>       irid
>       {
>          0.1
>          thickness 0.1
>          turbulence <1.0, 1.0, 1.0>
>       }
>    }
>
>
> The inner engine cones are essentially the same texture, only with a
nearly
> uniform pigment (slight variation in granite), slight normal (again,
granite),
> and reflection.
>
> The main ship hull is more complex. It is a bozo texture map, made of two
> different layered textures. The first is the same imagemap as the engines,
> overlayed with yellow and black stripes, from a radial pigment. It also
uses the
> same bump map. This texture has the finish:
>
>    finish
>    {
>       ambient 0.0
>       brilliance 2.0
>       phong 0.3453
>       specular 0.294933
>       irid
>       {
>          0.15
>          thickness 0.2
>          turbulence <1.0, 1.0, 1.0>
>       }
>    }
>
> The other texture in the bozo texturemap is idential, except for dirtier
looking
> yellows, and lower phong/specular values. I find that this technique works
very
> well for metals, giving it the appearance of use.
>
>
> The window is:
>
>    material  // Blue Window
>    {
>       texture
>       {
>          pigment
>          {
>             color rgb <0.217, 0.235468, 0.3038>
>          }
>          normal
>          {
>             bozo , 0.05
>             scale  0.3
>          }
>          finish
>          {
>             ambient 0.0
>             brilliance 3.0
>             phong 0.8417
>             phong_size 48.343333
>             specular 0.431633
>             roughness 0.030067
>             metallic 0.2
>             reflection 0.2
>             irid
>             {
>                0.1
>                thickness 0.2
>                turbulence <1.0, 1.0, 1.0>
>             }
>          }
>       }
>    }
>
>
>
> And that's basically it! If there is anything to be learned from all this,
it's
> that brilliance makes for good metals, variable finishes make things look
used,
> and iridescence is always handy.
>
>
> Simon
>


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