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Metallic spaceship-hull panels
.. or greebles-in-a-texture if you like :)
--- START CODE ---
#declare MetalPanels=
texture {
pigment {
average
pigment_map {
[1
cells
pigment_map {
[0
cells
color_map {
[0 rgb .6]
[1 rgb 1]
}
scale 1.5
]
[.4
cells
color_map {
[0 rgb .8]
[1 rgb 1]
}
translate <.25,.5,.2>
]
}
]
[1
cells
color_map {
[0 rgb .8]
[1 rgb 1]
}
translate <.25,1.5,.2>
scale 2
translate <2.25,1.5,3.5>
]
}
scale .25
}
normal {
average
normal_map {
[1
cells
normal_map {
[0
cells
bump_size 1
scale 1.5
]
[.4
cells
bump_size .8
translate <.25,.5,.2>
]
}
scale 1
]
[1
cells
normal_map {
[0
cells
bump_size 1
scale .5
]
[.4
cells
bump_size .8
translate <.25,.5,.2>
]
}
scale .25
]
[1
cells
bump_size .5
translate <.25,1.5,.2>
scale 2
translate <2.25,1.5,3.5>
]
}
}
finish {ambient 0 diffuse 1 brilliance 4 specular 1 roughness .01 metallic}
}
#declare PanelScars=
texture {
pigment {
crackle form <1,0,0>
color_map {
[0 rgbt <.1,.01,0,.5>]
[.2 rgbt <.1,.01,0,1>]
}
scale .5
turbulence .2
lambda 3
scale 4
}
normal {
dents .1
}
finish {
diffuse .5 ambient 0
}
}
#declare PanelDirt=
texture {
pigment {
granite
color_map {
[0 rgb .2*<.8,.75,.7> transmit .99]
[1 rgb .1*<.8,.75,.7> transmit .8]
}
}
finish {ambient 0 diffuse .5}
}
#declare PanelDirt2=
texture {
pigment {
granite
color_map {
[0 rgb .2*<.8,.75,.7> transmit .99]
[1 rgb .1*<.8,.75,.7> transmit .6]
}
}
finish {ambient 0 diffuse .5}
}
//Test-scene:
#local Area_Lights=off;
#local Skylights=60;
#local Seed=seed(123);
camera {
location <2,2,2>*2
look_at 0
}
//some fancy lighting
light_source {
<-500,500,500>*50
rgb <1.5,1.3,1.1>
#if (Area_Lights)
area_light
x*5000,y*5000
4,4
circular
orient
#end
}
#local MI=Skylights;
#local I=0;
#while (I<MI)
#local LL=vrotate(vrotate(x,z*360*rand(Seed)),y*180*rand(Seed));
#local LH=pow(LL.y,2);
#local LX=pow(1+LL.x/2,1);
#local LL=LL*5000;
light_source {
LL
rgb <.4,.5,.9>*2.5/MI
#if (Area_Lights)
area_light
x*5000,y*5000
4,4
adaptive 2 jitter circular orient
#end
}
#local I=I+1;
#end
sphere {
0,1
uv_mapping
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,1>}
texture {PanelDirt2 scale <.25,.125,.7>}
}
torus {
1.5,.5
uv_mapping
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,1>}
texture {PanelDirt2 scale <.25,.125,.7>}
}
union {
cylinder {-x*4,x*4,.35}
cylinder {-z*4,z*4,.35}
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,.5>}
texture {PanelDirt2 scale <.7,.125,.7>}
}
sphere {
0,1
pigment {bumps
color_map {
[.25 rgb <.7,.8,.9>]
[.7 rgb 1]
}
poly_wave 2
scale <1,.25,1>*5
warp {turbulence .5 lambda 3}
scale .5/5
}
finish {ambient 1 diffuse 0}
scale 100
no_shadow
no_image
}
plane {y,-2
pigment {
granite
color_map {
[0 rgb <.5,.4,.3>]
[1 rgb <.6,.5,.4>]
}
}
finish {ambient 1 diffuse 0}
no_image
no_shadow
}
--- END CODE ---
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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Attachments:
Download 'metalpanels.jpg' (40 KB)
Preview of image 'metalpanels.jpg'
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