POV-Ray : Newsgroups : povray.binaries.images : Worn metal texture (again) Server Time
4 Oct 2024 19:21:21 EDT (-0400)
  Worn metal texture (again) (Message 1 to 10 of 10)  
From: Martin Magnusson
Subject: Worn metal texture (again)
Date: 20 Feb 1999 14:55:25
Message: <36cf132d.0@news.povray.org>
Here's another revision of my attempts at a metal texture. I'm starting to
think it's almost finished now. Suggestions or comments, anyone?

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


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From: Scott McDonald
Subject: Re: Worn metal texture (again)
Date: 20 Feb 1999 15:10:08
Message: <36CF16CC.E3A12867@metrolink.com>
Martin Magnusson wrote:
> 
> Here's another revision of my attempts at a metal texture. I'm starting to
> think it's almost finished now. Suggestions or comments, anyone?

I'm extremely impressed.  It looks very realistic to me.


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From: GrimDude
Subject: Re: Worn metal texture (again)
Date: 20 Feb 1999 16:18:08
Message: <36cf2690.0@news.povray.org>
You've done it! Absolutely an excellent rendition of worn metal, IMHO.

GrimDude
vos### [at] arkansasnet


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From: Chris Maryan
Subject: Re: Worn metal texture (again)
Date: 20 Feb 1999 20:23:31
Message: <36CF6086.B11D79A4@geocities.com>
The rust looks good, needs more dents and scratches, try something like
a bumps normal scaled until its very small. Then work on playing with
the diffuse, brilliance and specular (or phong if you are one of those
people) to lower the reflection without making it look like plastic (now
that I think about, that might not be the problem, try changing the
metal colour to something darker, it looks too much like polished
steel).
-- 
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium II or SGI workstation 
fund and the Chris needs a car fund.


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From: Ken
Subject: Re: Worn metal texture (again)
Date: 20 Feb 1999 20:32:40
Message: <36CF61CA.7852A566@pacbell.net>
Chris Maryan wrote:
> 
> The rust looks good, needs more dents and scratches, try something like
> a bumps normal scaled until its very small. Then work on playing with
> the diffuse, brilliance and specular (or phong if you are one of those
> people) to lower the reflection without making it look like plastic (now
> that I think about, that might not be the problem, try changing the
> metal colour to something darker, it looks too much like polished
> steel).
> --
> Chris Maryan

Agreed. The presence of rust in that amount would have long ago
made the surrounding areas loose it's polished look. Like Chris
said the reflection/phong whatever is not quite right and maybe
drop the color a shade or two.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Dearmad
Subject: Re: Worn metal texture (long reply, sorry)
Date: 20 Feb 1999 21:05:25
Message: <36CF6ADD.5A64DFB6@europa.com>
Martin Magnusson wrote:
> 
> Here's another revision of my attempts at a metal texture. I'm starting to
> think it's almost finished now. Suggestions or comments, anyone?

One important lesson I learned when designing highly reflective and/or
specular textures is to make *sure*, let me say this again, make *sure*
you surround and light the object under consideration with other
controlled objects AS you design (test) the texture.  Also, use VERY
careful lighting (I like to test under extreme dim and high lighting
conditions, as metal IMO is most difficult to get right at those
levels).  For my 2cents, the art of metal texture designing is in great
part how the reflectivity reacts with your base colors and diffuse
lighting values.  Oh yeah, if you're using ambient over say 10, my
advice: don't.  Drop it to 10 (or lower... 0?)

Also, note how you can sometimes get away with a really low diffusion
value (40 or 50) if you pump up reflectivity in a texture of low color
values (for example): a color of <.2,.2,.2> with 50 diffusion and
reflectivity up to about 65 can give a very metallic look but ONLY if
you've modelled the texture and tested it in a complete scene to see how
light and other objects bring the surface alive.

If you're relying on your pure black background and a few point lights
to set your metal texture, you might be unpleasently surprised when you
drop your "metal" into a scene...  Picks up all sorts of colors and
lights, or worse... doesn't at all.

As to you example, it's hard to guess being that it's surrounded by
black with no other objects around it (and I don't know your particular
light setup) but I'm seeing too much color coming directly from the
metal in the polished or "non-rusted/damaged) parts (ambience, colors
tuned above values of 0.4? or 0.3?).  I think the metal (shiny undamaged
parts) will be too prominent as a solid color in a given scene.  Also
the edges to the damage/rust(?) in the mid to upper part of the helm
have too much sharpness without that edge being justified by surface
flaws beneath which exposed it to premature rusting(?).  Hm... OTOH
maybe its the depth of the color value that leads my eye to thinking the
edge is too strong- perhaps lower the intensity of the rust streaks??

heh heh- At any rate I'm one who goes for polka-dot procedurals, super
shiny gleaming metals with no flaws, and embraces the plastic look of
other textures, looking for ways to *enhance* this not fight it... I
really LIKE them and raytracers do them so well... so I'm no real expert
on "real world" weathering.

Having said all that malarky, let me add this:  <drool>... damn that's a
fine looking texture you've got going.

-- 
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad


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From: Martin Magnusson
Subject: Re: Worn metal texture (long reply, sorry)
Date: 21 Feb 1999 08:44:36
Message: <36d00dc4.0@news.povray.org>
>a color of <.2,.2,.2> with 50 diffusion and
>reflectivity up to about 65 can give a very metallic look

OK, thanks for the tip. I'll try that.


>As to you example, it's hard to guess being that it's surrounded by
>black with no other objects around it

Actually there is a background - one of the standard sky spheres (it shows
in the two previous versions I posted to the group). However I put a black
plane in behind the mask as I didn't really like the look of the sky sphere.
The difference in the reflection is mostly obvious in the lower partof the
mask, there you can see i rather sharp border where the backplane start
showing in the reflection. In the end, though, the mask won't just be
hanging in an empty sky, so maybe I should try to model some objects around
it at least.


>the edges to the damage/rust(?) in the mid to upper part of the helm
>have too much sharpness without that edge being justified by surface
>flaws beneath which exposed it to premature rusting(?).

Good point. At first I had smoother transitions between rust and metal, but
somehow I thought this looked better. However, I'd really like to find I way
to concentrate the rust around the edges and the... uhm... "center buldge",
but I haven't been able to figure out how, yet. The problem is that the mask
is made of bezier patches that does't conform too well to POV's built in
patterns. But a gradient x could work to get some more rust at the edges of
the stuff in the middle. I'll have to try that.

And don't be sorry, I like long replies :)


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


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From: Fabien Hénon
Subject: Re: Worn metal texture (again)
Date: 21 Feb 1999 13:16:31
Message: <36d04d7f.0@news.povray.org>
Hi !
That looks very realistic to me. Yet I have one remark to do : The rusty
patches have the same specularity and shinyness as the not worn one. Rust is
not specular and not reflective. You should add a layer especially for the
rust and set the proper finish statement to it.
One more thing, I would add more bumps to it.

But granted, I am getting pernickety because you picture is great !







> Here's another revision of my attempts at a metal texture. I'm starting to
> think it's almost finished now. Suggestions or comments, anyone?
>
> --
> Martin Magnusson
> e-mail: Mar### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/
>
>  [Image]


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From: Eric Freeman
Subject: Re: Worn metal texture (again)
Date: 21 Feb 1999 20:34:43
Message: <36d0b433.0@news.povray.org>
Martin Magnusson wrote in message <36cf132d.0@news.povray.org>...
>Here's another revision of my attempts at a metal texture. I'm starting to
>think it's almost finished now. Suggestions or comments, anyone?
>

Very cool.  I'm using a modified version of your texture on my lawnmower.

Eric


--------------------------------
http://www.geocities.com/SiliconValley/Heights/2354/


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From: sulfugor
Subject: Re: Worn metal texture (again)
Date: 22 Feb 1999 20:45:56
Message: <01bf6546$c3f9b020$fa6f6bcf@sulfugor>
Martin Magnusson <ama### [at] geocitiescom> wrote in article
<36cf132d.0@news.povray.org>...
> Here's another revision of my attempts at a metal texture. I'm starting
to
> think it's almost finished now. Suggestions or comments, anyone?
> 
> --
> Martin Magnusson
> e-mail: Mar### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/
> 
> 

I think this is a great pic ! just a few details.. the sides of your mask
have a real "metal" feel, but for some reason the front , especially near
the highlights, doesn't.
the highlight is too warm, imho. the rust shouldn't shine at all, too.
keep up the good work. use mroe texture maps, more layers if necessary :)

sulf

>


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