|
![](/i/fill.gif) |
Cyrano wrote:
> Thank you for the suggestions regarding the Thai statue.
>
> I did try a few of the textures from stones.inc including T_Stone12 (I like
> that texture and probably use it more often than I should.) The grain in
> those textures seemed to hide the details of the statue somehow.
>
> Attached is an example of what one of my attempts at a granite texture did
> to the details. Yikes!
>
> I'm starting to wonder if the statue should have a soft stone texture with a
> relatively small range of color... Are any such textures predefined?
>
The example I posted was quite harsh but obviously you can make it softer
Either scale it up to get he soft cloud-like look that granite can give
or way down to give a very fine speckled look
What made my example so harsh was the choppy pigment map in the original
function:
pigment_map {
[ 0 rgb 0 ]
[ .4 rgb 1 ]
[ .6 rgb 0 ]
[ 1 rgb 1 ]
}
which alternates shapely between black, "0",
and white, "1"
the use of turbulence,
and the heavy applicaton of the normal in the actual texture:
normal {
function {
F_Granite(x,y,z).gray*.4
}
}
the ".4" multiplier looks very rough for the small scaling
I used in the original function, ".2"
But all this is also relative to the scale of your model so there
is not always a predefined thing that will work without tweaking
The straight granite texture scaled to 1 or greater should usually give
a soft cloud-like look Soften it further when you apply the colours.
Remove the normal or use only a small multiplier.
try this:
#declare F_Granite =
function {
pigment {
granite
scale 5
turbulence 0
//this affects the pattern:
pigment_map {
[ 0 rgb 0 ]
[ 1 rgb 1 ]
}
}
}
#declare T_Statue=
texture{
pigment {
function {
F_Granite(x,y,z).gray
}
//this applies the actual colours:
pigment_map {
[ 0 rgb .25 ]
[ 1 rgb Tan ]
}
}
finish{ //tweak these
diffuse .8
specular .2
roughness .002
ambient 0
reflection{0}
}
normal {
function {
F_Granite(x,y,z).gray*.04
}
}
} ;
Post a reply to this message
|
![](/i/fill.gif) |