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How about this? Different variations possible (see below). Textures
courtesy of Xplo Eristotle.
//start code
// Metal textures by Xplo Eristotle
// RUST
#declare XE_rust =
texture {
pigment
{
granite
color_map
{
[ 0.0 rgb <0.809995, 0.299123, 0.113405>*.8 ]
[ 0.4 rgb <0.209995, 0.096941, 0.031510>*1.2 ]
[ 0.6 rgb <0.209995, 0.096941, 0.031510>*1.2 ]
[ 1.0 rgb <0.569986, 0.052720, 0.005707>*.9 ]
}
scale .5
turbulence 1
}
normal { wrinkles }
}
// IRON
#declare XE_iron =
texture {
pigment { color rgb <0.25, 0.25, 0.25> }
normal { granite .3 scale .2 }
finish { roughness .01 specular .5 reflection .05 diffuse .8 }
}
// IRON WITH RUST FLAKES (TdG)
#declare XE_iron_2 =
texture {
pigment {
marble
pigment_map {
[0.00 color rgb <0.25, 0.25, 0.25>]
[0.20 color rgb <0.30, 0.30, 0.30>]
[0.45 color rgb <0.809995, 0.299123, 0.113405>*0.8]
[0.50 color rgb <0.25, 0.25, 0.25>]
[0.65 color rgb <0.23, 0.23, 0.23>]
[0.90 color rgb <0.24, 0.24, 0.24>]
[1.00 color rgb <0.25, 0.25, 0.25>]
}
scale 0.2
warp {turbulence 0.5}
}
normal {granite 0.3 scale 0.2}
finish {
roughness 0.01
specular 0.5
reflection 0.05
diffuse 0.8
}
}
// RUSTY IRON
#declare XE_rusty_iron =
texture {
bozo
texture_map
{
[ 0.0 XE_rust ]
[ 1.0 XE_iron ]
}
turbulence 1
omega .3
lambda 4
warp { turbulence 1 }
}
// STEEL
#declare XE_steel =
texture {
pigment { color rgb <0.5, 0.5, 0.5> }
normal { wrinkles .02 scale .1 }
finish
{
roughness .001
specular 1
diffuse .2
reflection .5
}
}
// RUSTY STEEL
#declare XE_rusty_steel =
texture {
bozo
texture_map
{
[ 0.0 XE_rust ]
[ 0.2 XE_rust ]
[ 0.5 XE_iron ]
[ 0.6 XE_steel ]
[ 1.0 XE_steel ]
}
turbulence 1
omega .6
lambda 4
warp { turbulence 1 }
}
//end code
Thomas
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Attachments:
Download 'rusty_bearing.png' (237 KB)
Preview of image 'rusty_bearing.png'
![rusty_bearing.png](/povray.binaries.images/attachment/%3C52f5f5cb%40news.povray.org%3E/rusty_bearing.png?preview=1)
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