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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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