POV-Ray : Newsgroups : povray.binaries.images : Worn metal texture Server Time
4 Oct 2024 19:20:38 EDT (-0400)
  Worn metal texture (Message 1 to 5 of 5)  
From: Martin Magnusson
Subject: Worn metal texture
Date: 12 Feb 1999 19:28:46
Message: <36c4c73e.0@news.povray.org>
Hi everybody

I'm working on a metal mask that should be made of old, rusty abd beaten
metal. Could you tell me why it's not looking as good as i want it to, and
what I could do to improve the metal?


--
Martin Magnusson
e-mail: Mar### [at] studentuuse
www-site: http://www.geocities.com/SoHo/9946/


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From: Martin Magnusson
Subject: Re: Worn metal texture
Date: 12 Feb 1999 19:33:27
Message: <36c4c857.0@news.povray.org>
Oh, maybe I should post the texture definition as well:

#declare MaskTex_1 =
texture{
  pigment{
    rgb 1.1
  }
  finish{
    metallic
    specular .6
    roughness .001
    reflection .12
    brilliance 4.2
  }
  normal{
    dents
    scale .3
    normal_map{
     [0 dents -.1   scale <.03, .05, .05>]
     [1 bumps 1    scale <.03, 1, 1>/9]
    }
  }
}

#declare MaskTex_2 =
texture{
  pigment{
    bozo

r_map{  
      [0 rgb <1, .85, .8>/1.1]
      [1 rgb <1, .85, .8>/1.25] 
    }       
    scale .25
  }
  finish{
    metallic
    specular .1
    roughness .006
    reflection .02
    brilliance 4
  } 
  normal{
    bumps -.3
    scale <.02, .04, .04>
  }
}    
                       
  
texture{     
  dents 
  scale <.03, .05, .03>
  turbulence .75
  texture_map{
    [0 MaskTex_1]
    [0.2 MaskTex_1]
    [1 MaskTex_2]
  }
}

 
--
Martin Magnusson
e-mail: Mar### [at] studentuuse
www-site: http://www.geocities.com/SoHo/9946/


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From: Bob Hughes
Subject: Re: Worn metal texture
Date: 12 Feb 1999 20:53:11
Message: <36C4DADE.52565B96@aol.com>
Only thing I might suggest is to try is:

 texture{
   dents
   scale <.03, .05, .03>
   turbulence .75
   texture_map{
     [0 MaskTex_1]
     [0.05 MaskTex_1]
     [0.2 MaskTex_1]
     [0.25 MaskTex_1]
     [0.95 MaskTex_2]
     [1 MaskTex_2]
   }
 }

or some such similar thing to keep from blending the textures so much.
The fact that the outline of the mask is still conforming only to the
actual object shape doesn't help for these sorts of things either.
But there could be a problem with the normals getting washed out by
being in a texture_map too. This usually requires bumping up (excuse the
pun please) the normal amounts before they go into the final texture.
Hope I helped and not hindered :)


Martin Magnusson wrote:
> 
> Oh, maybe I should post the texture definition as well:
> 
> #declare MaskTex_1 =
> texture{
>   pigment{
>     rgb 1.1
>   }
>   finish{
>     metallic
>     specular .6
>     roughness .001
>     reflection .12
>     brilliance 4.2
>   }
>   normal{
>     dents
>     scale .3
>     normal_map{
>      [0 dents -.1   scale <.03, .05, .05>]
>      [1 bumps 1    scale <.03, 1, 1>/9]
>     }
>   }
> }
> 
> #declare MaskTex_2 =
> texture{
>   pigment{
>     bozo
> 
> r_map{
>       [0 rgb <1, .85, .8>/1.1]
>       [1 rgb <1, .85, .8>/1.25]
>     }
>     scale .25
>   }
>   finish{
>     metallic
>     specular .1
>     roughness .006
>     reflection .02
>     brilliance 4
>   }
>   normal{
>     bumps -.3
>     scale <.02, .04, .04>
>   }
> }
> 
> 
> texture{
>   dents
>   scale <.03, .05, .03>
>   turbulence .75
>   texture_map{
>     [0 MaskTex_1]
>     [0.2 MaskTex_1]
>     [1 MaskTex_2]
>   }
> }
> 
> 
> --
> Martin Magnusson
> e-mail: Mar### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
 mailto:inv### [at] aolcom?PoV


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From: Martin Magnusson
Subject: Re: Worn metal texture
Date: 16 Feb 1999 16:48:38
Message: <36c9e7b6.0@news.povray.org>
Thanks for the tips, Bob.

I changed the texture a bit: changed the rust (more pronounced edges, better
colours), changed the normals (a bit smoother dents on stead of very
small-scaled bumps) and added some dull spots.

Is there still room for improvement?



Current texture definitions:

#declare MaskSubTex_1 =
texture{
  pigment{
    rgb 1.1
  }
  finish{
    metallic
    specular .6
    roughness .001
    reflection .18
    brilliance 4.2
  }
  normal{
    dents .5
    scale .3
    translate -z*10
   /* normal_map{
     [0   dents -.2   scale <.03, .05, .05>]
     [.15 dents -.2   scale <.03, .05, .05>]
     //[.90 bumps .85    scale <.03, 1, 1>/7]
     //[1   bumps .85    scale <.03, 1, 1>/7]
     [.8 checker .1  turbulence 0   scale <.1, 1, .1>]
     [1 checker .1  turbulence 0   scale <.1, 1, .1>]
    } */
  }
}

#declare MaskSubTex_2 =
texture{
  pigment{
    rgb <.95, 1, .95>
  }
  finish{
    metallic
    specular (.1 + .6) / 2
    roughness (.1 + .001) / 2
    reflection .08
    brilliance (3 + 4.2) / 2
  }
  normal{
    dents -.5
    scale .3
    translate -z*10
  }
}


#declare MaskTex_1 =          //Metal
texture{ 
  dents
  //scale .3
  turbulence .6
  translate z*10
  texture_map{
    [0 MaskSubTex_1]
    //[0.35 MaskSubTex_1]
    //[0.85 MaskSubTex_2]
    [1 MaskSubTex_2]
  }  
}

#declare MaskTex_2 =    //Rust
texture{
  pigment{
    bozo
    color_map{  
      [0 rgb <1, .9, .8>/1.05]
      [1 rgb <1, .85, .8>/1.25] 
    }       
    scale .25
  }
  finish{
    metallic
    specular .1
    roughness .006
    reflection .02
    brilliance 4
  } 
  normal{
    bumps -.3
    scale <.02, .04, .04>
  }
}    
                       
    
 
  texture{     
    dents 
    scale <.03, .05, .03>/1.2
    turbulence .8
    texture_map{
      [0 MaskTex_1]
      [0.35 MaskTex_1]
      [0.85 MaskTex_2]
      [1 MaskTex_2]
    }
  }
 

--
Martin Magnusson
e-mail: Martin.Mag
nus### [at] studentuuse
www-site: http://www.geocities.com/SoHo/9946/


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From: Bob Hughes
Subject: Re: Worn metal texture
Date: 18 Feb 1999 19:42:44
Message: <36CCB36B.1F1E7BFB@aol.com>
Something I should have mentioned the first time: various amounts of
'crand'.
As long as you don't animate the helmet it should be fine. Trouble is,
you have to have light on all sides so as to cover all parts, at least
dim lights, to keep both normal and finish on all parts of the object.
If this isn't done just flat, textureless places will appear, lacking in
any normal or finish.


Martin Magnusson wrote:
> 
> Thanks for the tips, Bob.
> 
> I changed the texture a bit: changed the rust (more pronounced edges, better
> colours), changed the normals (a bit smoother dents on stead of very
> small-scaled bumps) and added some dull spots.
> 
> Is there still room for improvement?
> 
> Current texture definitions:
> 
> #declare MaskSubTex_1 =
> texture{
>   pigment{
>     rgb 1.1
>   }
>   finish{
>     metallic
>     specular .6
>     roughness .001
>     reflection .18
>     brilliance 4.2
>   }
>   normal{
>     dents .5
>     scale .3
>     translate -z*10
>    /* normal_map{
>      [0   dents -.2   scale <.03, .05, .05>]
>      [.15 dents -.2   scale <.03, .05, .05>]
>      //[.90 bumps .85    scale <.03, 1, 1>/7]
>      //[1   bumps .85    scale <.03, 1, 1>/7]
>      [.8 checker .1  turbulence 0   scale <.1, 1, .1>]
>      [1 checker .1  turbulence 0   scale <.1, 1, .1>]
>     } */
>   }
> }
> 
> #declare MaskSubTex_2 =
> texture{
>   pigment{
>     rgb <.95, 1, .95>
>   }
>   finish{
>     metallic
>     specular (.1 + .6) / 2
>     roughness (.1 + .001) / 2
>     reflection .08
>     brilliance (3 + 4.2) / 2
>   }
>   normal{
>     dents -.5
>     scale .3
>     translate -z*10
>   }
> }
> 
> #declare MaskTex_1 =          //Metal
> texture{
>   dents
>   //scale .3
>   turbulence .6
>   translate z*10
>   texture_map{
>     [0 MaskSubTex_1]
>     //[0.35 MaskSubTex_1]
>     //[0.85 MaskSubTex_2]
>     [1 MaskSubTex_2]
>   }
> }
> 
> #declare MaskTex_2 =    //Rust
> texture{
>   pigment{
>     bozo
>     color_map{
>       [0 rgb <1, .9, .8>/1.05]
>       [1 rgb <1, .85, .8>/1.25]
>     }
>     scale .25
>   }
>   finish{
>     metallic
>     specular .1
>     roughness .006
>     reflection .02
>     brilliance 4
>   }
>   normal{
>     bumps -.3
>     scale <.02, .04, .04>
>   }
> }
> 
> 
> 
>   texture{
>     dents
>     scale <.03, .05, .03>/1.2
>     turbulence .8
>     texture_map{
>       [0 MaskTex_1]
>       [0.35 MaskTex_1]
>       [0.85 MaskTex_2]
>       [1 MaskTex_2]
>     }
>   }
> 
> 
> --
> Martin Magnusson
> e-mail: Martin.Mag
> nus### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/
> 
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/POVring.htm
 mailto:inv### [at] aolcom?PoV


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