POV-Ray : Newsgroups : povray.advanced-users : Apparent circular pattern of scratches : Re: Apparent circular pattern of scratches Server Time
25 Feb 2024 00:48:45 EST (-0500)
  Re: Apparent circular pattern of scratches  
From: omniverse
Date: 23 Jan 2019 16:55:01
Message: <web.5c48e23f5e3f44509c5d6c810@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 23-1-2019 9:47, omniverse wrote:
>
> > Not sure if that would be the way to put it, since mainly perpendicular
> > scratches are what reflect light most. Not parallel to the viewer/camera and
> > light source, because that would be along a line of view... I think.
>
> Well, I was not sure how to describe the orientation with regard to the
> light source (and camera of course): parallel, perpendicular, a bit
> confusing. You got the idea though.
>
> --
> Thomas

Maybe offset perpendicular... whatever. LOL

I like that crackle pattern idea, I was able to get the effect easily that way
going with your SDL.
Just probably needs a randomization of the averaged normal parameters.

Lighting/specular highlighting changes it drastically too.

/* from Thomas' circular scratches lighting effect */
camera {
   location  <11, 111, -11>
   sky       y
   up        y
   direction z
   right     x*image_width/image_height
   angle     50
   look_at   <0, 0, -11>
}

light_source {
   <0,0,0>
   color rgb <1, 1, 0.7>
   parallel point_at -y // spreads light
   area_light x*5,z*5,5,5
   area_illumination on // tones down shine
   translate <12, 123, 12>
}

background {rgb 0}

plane {
   y, 0
   pigment {rgb <0.1,0.1,0.1>}
   normal {
     average
     normal_map {
       [1.0 crackle 1.00 solid scale <3,0.5,0.1>
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <0.2,1,6>
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <4,1.5,1>
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <3,0.5,0.1> rotate 30*y
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <0.2,1,6> rotate -30*y
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <4,1.5,1> rotate 60*y
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <3,0.5,0.1> rotate 45*y
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <0.2,1,6> rotate -45*y
        warp {turbulence 0.05}]
       [1.0 crackle 1.00 solid scale <4,1.5,1> rotate 22.5*y
        warp {turbulence 0.05}]
       [0.4 granite 1.00 scale 0.001]
     }
     scale 3
   }
   finish {
     specular albedo 0.3
     diffuse albedo 0.5
     roughness 0.001
   }
}


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