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"omniverse" <omn### [at] charternet> wrote:
Retry of random sticks scene I posted before, thanks to Thomas for the different
pattern.
Still not sure what I'm doing with it, making guesses about warp {} and scaling.
Lighting and surface finishes really play a major part in how the scratches
appear. As does antialiasing and image/object size, to name other things.
// BEGIN SCENE
//cmd: +w640 +h480 +am2 +a0.2 +r2
#version 3.8;
global_settings{ assumed_gamma 1.0 }
camera {
perspective angle 90
location <1.0, 3.0, -9.0>
right x*image_width/image_height
look_at <2.0, 3.0, 4.0>
}
light_source { 0, color rgb <1,0.1,0.1>
looks_like {
sphere {0,3 pigment {rgb <1,0.1,0.1>}
finish {emission <1,0.1,0.1>}
}
}
area_light 1*x,1*y,8,8 area_illumination on
translate <-6,-1,-9>
}
light_source { 0, color rgb 1
looks_like {
sphere {0,1 pigment {rgb 1}
finish {emission 1}
}
}
area_light 1*x,1*y,8,8 area_illumination on
translate <6,3,9>
}
sky_sphere { pigment { gradient <0,1,0>
color_map { [0.0 rgb <0.3,0.2,0.1>]
[0.2 rgb <0.1,0.1,0.1>]
[0.5 rgb <0.0,0.0,0.0>]
[1.0 rgb <0.2,0.3,0.5>]
}
scale 2
}
}
// checkered floor
plane{ <0,1,0>, 0
texture{
pigment{
checker color rgb <0.5,0.5,0.5> color rgb <0.1,0.1,0.1>
scale 5
}
finish { phong 0.1}
}
translate -9*y
}
// random sticks
#for (R,1,333)
#local S=seed(R*9);
#local Rx=rand(S)*9;
cylinder {
-x,x,1
scale <3*Rx,0.1,0.1>
texture {
pigment {rgb 0}
finish {specular 1 roughness 0.05}
}
rotate <0,90,180>*Rx
translate <3*Rx,2*Rx,1*Rx>
rotate <360,360,360>*Rx
//scale 0.5
translate <-3,1,13>
}
#end
#declare SphericalScratches=
material {
texture {
pigment {rgb <0.1,0.1,0.1>}
normal {
average
normal_map {
#for (R,3,33)
#local S=seed(R);
#local Rx=rand(S);
#local Ry=rand(S);
#local Rz=rand(S);
[0.5+Ry/2
crackle solid bump_size 3*Ry
warp {turbulence 0.2*Rz}
scale <0.9+9*Rx,0.2+0.3*Ry,0.5+1*Rz>
rotate <9*Rx,360*Ry,9*Rz>
]
#end
[0.5 granite 1.00 scale 0.01]
}
scale 1/10 // adjust for object size
warp {spherical}
}
finish {
specular albedo 0.3
diffuse albedo 0.5
roughness 0.001
reflection {0.05,0.5}
}
}
}
#declare CylindricalScratches=
material {
texture {
pigment {rgb <0.1,0.1,0.1>}
normal {
average
normal_map {
#for (R,3,33)
#local S=seed(R);
#local Rx=rand(S);
#local Ry=rand(S);
#local Rz=rand(S);
[0.5+Ry/2
crackle solid bump_size 3*Ry
warp {turbulence 0.2*Rz}
scale <0.9+9*Rx,0.2+0.3*Ry,0.5+1*Rz>
rotate <9*Rx,360*Ry,9*Rz>
]
#end
[0.5 granite 1.00 scale 0.01]
}
scale 1/10 // adjust for object size
warp {spherical}
}
finish {
specular albedo 0.3
diffuse albedo 0.5
roughness 0.001
reflection {0.05,0.5}
}
}
}
// reflective sphere with scratches/bumps?
sphere { <0,0,0>, 1.0 scale <1,1,1>
material {
SphericalScratches
} // material
scale 3 rotate <0,0,0> translate <-3,1.5,3>
}
// reflective cylinder with curved scratches/bumps?
cylinder { <0,0,0>, <0,1,0>, 1.0 scale <1,1,1>
material {
CylindricalScratches
} // material
rotate 90*x
scale 4 rotate <15,-15,0> translate <-6,-4,4>
}
// END SCENE
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