|
|
"Bjorn Jonsson" <bjj### [at] zzzmmediais> wrote in message
news:MPG.19cc76e1fe4edb0198968c@news.povray.org...
> Can anyone give me hints on how to realistically simulate wrinkled,
> golden foil ?
I was trying one out to post here and I see Chip replied with a similar
suggestion. If you understand the functions and isosurface object you should
be able to adjust the following to suit your needs. It might prove slow to
render.
camera {translate -3*z rotate <22.5,0,0>}
light_source {-33*z,1 rotate <45,45,0>}
#declare FoilScale=0.5;
#declare WrinkledFoilMaterial=
material {
texture {
pigment {
rgb <1,0.7,0.3>
}
normal {
wrinkles 0.04 scale 0.04
}
finish {
ambient 0 diffuse 0.1
specular 0.9 roughness 0.009
metallic 0.9 brilliance 1
conserve_energy
reflection {
<1,0.6,0.2>*0.6,<1,0.6,0.2>*0.9
metallic
fresnel on
exponent 0.9
}
}
}
interior {
ior 15
}
}
#declare BumpFoilPattern=
function {
pigment {
crackle metric 3 offset 2
scale <0.05,0.05,0.05> turbulence 0.1
color_map {
[0 rgb 0.9]
[1 rgb 0.99]
}
}
}
#declare WrinkleFoilPattern=
function {
pigment {
wrinkles
scale <0.25,0.125,0.125>*2 rotate 15 turbulence 0.1
color_map {
[0 rgb 0.9]
[1 rgb 0.99]
}
}
}
#declare WrinkledFoil=
isosurface {
function {
(x*x+y*y+z*z) // shape
-
(BumpFoilPattern(x*FoilScale,y*FoilScale,z*FoilScale).gray
*
WrinkleFoilPattern(x*FoilScale,y*FoilScale,z*FoilScale).gray)
}
contained_by {
sphere {0,1}
}
threshold 0
accuracy 0.005
max_gradient 3
material {
WrinkledFoilMaterial
}
}
object {
WrinkledFoil
}
sky_sphere {
pigment {
gradient y
color_map {
[0 rgb 1]
[1 rgb 0]
}
sine_wave
}
}
Post a reply to this message
|
|