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Bill Pragnell wrote:
> This is just what I was thinking of. Are you willing to share these,
> or just the colour data? :)
Sure. But I have only four more metal materials and here they are:
...snip
/--------------------------------------------------
#macro MaterialBronze(Polish, Dents)
material {
texture {
pigment {rgb <0.5568, 0.3484, 0.1528>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.3768
specular 0 brilliance 2
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 3.1}
}
#end
#macro MaterialBrass(Polish, Dents)
material {
texture {
pigment {rgb <0.5709, 0.3356, 0.1491>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.3702
specular 0 brilliance 3
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 8.0}
}
#end
#macro MaterialSteel(Polish, Dents)
material {
texture {
pigment {rgb <0.4412, 0.4137, 0.3727>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.4163
specular 0 brilliance 2.8
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 8.6}
}
#end
#macro MaterialChrome(Polish, Dents)
material {
texture {
pigment {rgb <0.9310, 0.9265, 0.9221>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.9642
specular 0 brilliance 3
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 15}
}
#end
/--------------------------------------------------
...snip
Feel free to use them in any way you like. (Note, the diffuse setting is
quite important in combination with the color itself).
I do not claim there is something "physically" accurate with them -
especially with the way I did handle the fresnel reflection. In the
"real world" metals have fresnel reflection but in the "real world" the
IOR is a complex number and for metals the imaginary part of the IOR is
the important one. To do some tests with POV is since quite a while on
my "to do"-list... oh well, if only the "real life" would not need most
of my time :)
> To be honest, I wasn't even thinking of anything this ambitious - just a basic
> polished finish, maybe some dents, really just to get the basic colours
> consistent and believable. Great work!
>
BTW, the colors from "metals.inc" in the POV contribution are not so
bad, I think. The problem is, all of them (and this is also true for
colors.inc, woods.inc and so on) are created in the early days of
POV-Ray when everybody used assumed gamma 2.2 (or even assumed gamma was
not yet introduced, POV simply did work with gamma 2.2). But we had a
kind of paradigm change regarding the gamma handling and the new beta
enforces a linear gamma. So to use them they all have to be inverse
gamma corrected. And wrong gamma correction makes colors not only darker
or brighter, it changes also the hue.
-Ive
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