POV-Ray : Newsgroups : povray.binaries.images : POV 3.7 metals.inc; post your textures here : Re: POV 3.7 metals.inc; post your textures here Server Time
30 Jul 2024 22:15:52 EDT (-0400)
  Re: POV 3.7 metals.inc; post your textures here  
From: Zeger Knaepen
Date: 29 Mar 2009 13:28:02
Message: <49cfafa2@news.povray.org>
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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