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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/
Post a reply to this message
Attachments:
Download 'metal.jpg' (17 KB)
Preview of image 'metal.jpg'
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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/
Post a reply to this message
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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
Post a reply to this message
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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/
Post a reply to this message
Attachments:
Download 'Untit022.jpg' (19 KB)
Preview of image 'Untit022.jpg'
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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
Post a reply to this message
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