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The latest variant, as shown in p.b.i, using the same scratch image_map,
results from the following code:
//start code
#version 3.8;
global_settings {
assumed_gamma 1.0
radiosity {
pretrace_start 0.08
pretrace_end 0.004
count 50, 1000
nearest_count 10, 5
error_bound 1
recursion_limit 1
low_error_factor .3
gray_threshold 0.0
minimum_reuse 0.015
maximum_reuse 0.1
brightness 1
adc_bailout 0.01/2
normal on
media off
always_sample off
//max_sample 1.0
}
}
camera {
location <0, 100, 0>
look_at <0, 0, 0>
direction z
right x*image_width/image_height
angle 54
}
light_source {
<0,0,0>
color rgb <1, 1, 1>*1
translate <0, 10e6, 0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>*0.7]
[0.7 rgb <0.0,0.1,0.8>*0.7]
}
}
}
#local N_scratch =
normal {
bump_map {png "scratches.png" gamma 1}
rotate 90*x
}
#local Strength = -1;
plane {
y, 0
material {
texture {
pigment {srgb <1.00, 0.62, 0.28>}
finish {
diffuse albedo 0.01
brilliance 1
specular albedo 0.7
roughness 0.00001
metallic on
fresnel on
reflection {0.0, 0.9 metallic on fresnel on}
conserve_energy
}
}
interior {
ior 1.5
}
}
material {
texture {
pigment {srgbt <1.00, 0.62, 0.28, 1>}
normal {
average
normal_map {
[1.0 N_scratch scale 50 rotate 30*y bump_size 1.0*Strength]
[0.5 N_scratch scale 40 rotate 60*y bump_size 0.8*Strength]
[0.4 N_scratch scale 30 rotate 90*y bump_size 0.6*Strength]
[0.3 N_scratch scale 20 rotate -90*y bump_size 0.4*Strength]
[0.2 N_scratch scale 10 rotate -60*y bump_size 0.2*Strength]
[0.1 N_scratch scale 1 rotate -30*y bump_size 0.1*Strength]
}
}
finish {
diffuse albedo 0.01
brilliance 1
specular albedo 0.1
roughness 0.001
metallic on
fresnel off
reflection {0.0, 0.9 metallic on fresnel on}
conserve_energy
}
}
interior {
ior 1.5
}
}
}
//end code
--
Thomas
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