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Here are two new pictures. The first is a demo of a texture+interior
that mimics (I think) pretty well the texture on the baby container in
the matrix.
You'll note that I put a sphere with this texture on it under the bot.
Makes it look creepier. At least I hope so.
I'd like to thank whoever suggested the radar antennas. They give it a
real sense of motion.
Enjoy and comment!
--
H.E. Day
P.S. I'll post the slimy container texture if there's enough interest.
Post a reply to this message
Attachments:
Download 'slimycont.jpg' (21 KB)
Download 'copbot2.jpg' (22 KB)
Preview of image 'slimycont.jpg'

Preview of image 'copbot2.jpg'

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I'm not sure it's not a photo....
... but I'm sure it's look real...
FD
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nice!
The antenna is not exactly what I had in mind, but it's even better. Try
a more metallic texture, maybe?
"H.E. Day" wrote:
>
> Here are two new pictures. The first is a demo of a texture+interior
> that mimics (I think) pretty well the texture on the baby container in
> the matrix.
> You'll note that I put a sphere with this texture on it under the bot.
> Makes it look creepier. At least I hope so.
> I'd like to thank whoever suggested the radar antennas. They give it a
> real sense of motion.
> Enjoy and comment!
>
> --
> H.E. Day
>
> P.S. I'll post the slimy container texture if there's enough interest.
>
> ------------------------------------------------------------------------
> [Image] [Image]
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It looks like some kind of automated chemical-handling droid (or I play too
much Descent).
--
___ _______________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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i've had enough of your hoolagins! tell us where you keep your time machine!
please no more photographs from the future! hehehe :) anywyas care to make a
tutorial on modeling and textures even if it isnt pov-ray orinted just theory?
"H.E. Day" wrote:
> Here are two new pictures. The first is a demo of a texture+interior
> that mimics (I think) pretty well the texture on the baby container in
> the matrix.
> You'll note that I put a sphere with this texture on it under the bot.
> Makes it look creepier. At least I hope so.
> I'd like to thank whoever suggested the radar antennas. They give it a
> real sense of motion.
> Enjoy and comment!
>
> --
> H.E. Day
>
> P.S. I'll post the slimy container texture if there's enough interest.
>
> ------------------------------------------------------------------------
> [Image] [Image]
Post a reply to this message
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On Mon, 03 Apr 2000 15:22:55 -0700, "H.E. Day" <hed### [at] fci net> wrote:
>Here are two new pictures. The first is a demo of a texture+interior
>that mimics (I think) pretty well the texture on the baby container in
>the matrix.
Impressive!
How dare you, raising the bar for everyone else.
AGAIN! ;-)
--
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
All Basic Code Archives -- http://come.to/abcpackets
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Frighteningly good texturing! Add a Poser baby in there and I'll get sick for
sure.
I like the antennas, but I'm not sure about the roof. I don't think the blue
paint goes with the rusty rest..
sig.
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Sheesh! Very good textureing here! Yes, PLEASE post the source; Personally I
cannot understand how this texture possibly can be made...
Simen.
>
>P.S. I'll post the slimy container texture if there's enough interest.
>
Post a reply to this message
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Beautiful, your work continues to inspire me. The little red lights give it a
'spider eyes' look. The textures are incredible. You NAILED the slime
container texture from the Matrix. I would love to see the source for this
or better still a texturing tutorial. Where's that blob modeling tutorial you
were working on? I assume the shell for this is modeled with blobs. How do
you get such precision in the model, such as the area around that blue eye,
with blobs?
Jay Raney
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> Try a more metallic texture, maybe?
Nah. It's supposed to be a plasic-covered antenna (like on walkie-talkies)
--
H.E. Day
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> It looks like some kind of automated chemical-handling droid (or I play too
> much Descent).
Police Bot. P-O-L-I-C-E B-O-T. Say it. :)
--
H.E. Day
Post a reply to this message
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> How dare you, raising the bar for everyone else.
> AGAIN! ;-)
I can't help it!
--
H.E. Day
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> Frighteningly good texturing! Add a Poser baby in there and I'll get sick for
> sure.
No. No poser babies. If I can't do it by myself in Pov, I probably don't need
to.
> I like the antennas, but I'm not sure about the roof. I don't think the blue
> paint goes with the rusty rest..
Maybe I should scar and dirty it a little?
--
H.E. Day
Post a reply to this message
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> Sheesh! Very good textureing here! Yes, PLEASE post the source;
Done.
> Personally I cannot understand how this texture possibly can be made...
Functions and pigment_maps.
//Here's the tex code:
#version unofficial MegaPov 0.4;
#include "Colors.inc"
#include "Textures.inc"
global_settings {
//post_process {soft_glow{3/4, 1}}
//post_process {soft_glow{3/4, 8}}
}
#declare Scarring =
texture {pigment {bozo color_map {[0 rgb .175 transmit .75][1 rgb .175 transmit
1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125 transmit
.75][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
2}translate 25}
#declare Chipping =
texture {pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit
.25][.3 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit
1]}scale 8}}
// Noise functions
#declare Noise1 = function {noise3d(x,y,z)}
#declare Noise2 = function {abs(noise3d(x,y,z)-0.5)*2}
#declare Noise3 = function {noise3d(x,y,z)-0.5}
// Waveform functions
#declare SineWave = function {sin(x*z*pi)*y}
// SineWave(val, amplitude, frequency)
#declare ScallopWave = function {abs(sin(x*z*pi)*y)}
// ScallopWave(val, amplitude, frequency)
// Miscellaneous functions
#declare Clamp = function {min(y, max(x, z))}
#declare Average = function {(x+y+z)/3}
#declare Min3 = function {min(x, min(y, z))}
#declare Max3 = function {max(x, max(y, z))}
// These may not be right, I was just guessing at them.
#declare Theta = function {atan2(x,z)/(2*pi)}
#declare Phi = function {(atan2(y,sqrt(sqr(x)+sqr(z)))-pi)/(2*pi)}
#declare Base=function {"sphere",<1>}
#declare Add=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <2/3,1,2/3>
}
}
#declare SphereWDrips =
isosurface {
function {
Base(x,y,z)
+Add(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,2}}
scale <.5,1,.5>
}
#declare Test =
function {
((noise3d(x,y,z)^1.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*3,y*3,z*3)
*noise3d(x*8,y*8,z*8)
*noise3d(x*200,y*100,z*200))
}
#declare Test2 =
function {
((noise3d(x,y,z)^.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*8,y*8,z*8)
*noise3d(x*3+5,y*3+5,z*3+5)
*noise3d(x*60,y*60,z*60)
*noise3d(x*200,y*100,z*200))
}
#declare Bump =
function {
pigment { planar
pigment_map {
[0 rgb 0]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}
translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}
translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[.125/2 rgb 0]
[.125 function {Test2} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4
]}
translate y
scale 1/2
]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale 1
}
}
#declare SlimeyTex1 =
texture {pigment {planar
pigment_map {[0 rgb <1,.5,.5>*4.25 transmit .375 filter .125][.5 bozo color_map
{[.3 rgb .2][.7 rgb .2 transmit .75]}scale 1/12 lambda 1]}
scale 12 warp{turbulence .5} scale 1/12 scale y translate -y*1.25}
//normal {bumps scale .0001 bump_size 4}
finish {ambient .25 diffuse 1}
}
texture {pigment {bozo pigment_map {[.7 bozo color_map {[.5 rgb 1 transmit
.625][.6 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.75 rgb .175 transmit
1]}scale 8}
scale <1,3,1>
}
texture {
pigment { planar
pigment_map {
[0 rgb 0 transmit 1]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0 transmit 1]
[.25 bozo color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8> transmit 1]
[.25 bozo color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8>/3 transmit 1]
[.125*3/4 bozo color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 1/2
]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale y*1.25
}
normal {function {Bump(x,y,z)} bump_size 2}
finish {ambient .25 diffuse 2 phong 1 }
translate y*.625
}
difference {
sphere {0,1 scale .625
hollow
texture {RustedTex1 scale 1.5*y translate -.625*y}
interior {
media {
emission <1,.5,.5>*2
absorption (1-<.9,.5,.5>)*2
method 2
intervals 2
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
turbulence 1.5
lambda 1
scale 1/4
}
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 1/2
}
scale 2/3
}
}
}
disc {0,-y,1}
}
/*
#declare Base=function {"sphere",<1>}
#declare SlightDrips=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <3/4,1,3/4>
}
}
#declare ColorMap =
function {
pigment {
spherical
pigment_map {
[0 rgb 0]
[1 dents color_map{[0 rgb 0][1 rgb 1]}scale .125/2 scale <3,10,3>]
}
translate -y
}
}
difference {
isosurface {
function {
Base(x,y,z)
+SlightDrips(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,4}}
texture {
pigment {
spherical
pigment_map {
[.1 rgb .25 transmit 1]
[.3 dents color_map{[0 rgb .25 transmit 1][.05 rgb .15]}scale .125/2 scale
<2/.75,10,2/.75>]
}
scale <.75,1.5,.75>
}
finish {ambient 1 diffuse 0 phong 1 phong_size 5}
normal {bumps bump_size .5 scale 1/4}
}
scale <.5,1,.5>
translate -.375*y
}
sphere {0,1 scale <.5,1,.5> pigment {rgbt 1}}
interior {
media {
absorption 2
}
}
hollow
}
*/
camera {
direction 1
location <0,-1/2,1>*4
look_at <0,0,0>
}
light_source {<140,0,0>*1000 rgb 1}
background {rgb .125}
//EOF
Hope you can find a use for it!
--
H.E. Day
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"H.E. Day" wrote:
> Maybe I should scar and dirty it a little?
Yeah. Maybe let some of the rust break through?
Post a reply to this message
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i echo the request for tutorials-- or at least a texture library to
study. everyone likes to see nice pics, but everyone likes to learn
from a talented person even more i think. and while it is probably fun
to be near peerless sometimes, i'm sure you can agree that having peers
of comparable level helps one to elevate one's own abilities as well.
i'm fairly new to povray and raytracing but i seem to have a talent for
model making. if i can just learn texturing to the same degree, i could
make some high quality stuff. that (texturing) seems to be THE thing to
master. that can make or break a well built model, can't it?
Noah A wrote:
>
> i've had enough of your hoolagins! tell us where you keep your time machine!
> please no more photographs from the future! hehehe :) anywyas care to make a
> tutorial on modeling and textures even if it isnt pov-ray orinted just theory?
>
> "H.E. Day" wrote:
>
> > Here are two new pictures. The first is a demo of a texture+interior
> > that mimics (I think) pretty well the texture on the baby container in
> > the matrix.
> > You'll note that I put a sphere with this texture on it under the bot.
> > Makes it look creepier. At least I hope so.
> > I'd like to thank whoever suggested the radar antennas. They give it a
> > real sense of motion.
> > Enjoy and comment!
> >
> > --
> > H.E. Day
> >
> > P.S. I'll post the slimy container texture if there's enough interest.
> >
> > ------------------------------------------------------------------------
> > [Image] [Image]
Post a reply to this message
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H.E. Day wrote:
>No. No poser babies. If I can't do it by myself in Pov, I probably don't
need
>to.
I love your attitude !
IMHO people are relying too much on expensive programs to do everything for
them with a few mouseclicks (I havent used poser myself so I don't know how
much you have to do to get a nice model out of it but I don't think it's
hard).
Oh, and lovely work again :P
Jide
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"H.E. Day" wrote:
> > It looks like some kind of automated chemical-handling droid (or I play too
> > much Descent).
>
> Police Bot. P-O-L-I-C-E B-O-T. Say it. :)
"It"
--
___ _______________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
Post a reply to this message
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Help! My lower jaw fell down so far it broke off!!!
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> i echo the request for tutorials-- or at least a texture library to
> study. everyone likes to see nice pics, but everyone likes to learn
> from a talented person even more i think. and while it is probably fun
> to be near peerless sometimes, i'm sure you can agree that having peers
> of comparable level helps one to elevate one's own abilities as well.
> i'm fairly new to povray and raytracing but i seem to have a talent for
> model making. if i can just learn texturing to the same degree, i could
> make some high quality stuff. that (texturing) seems to be THE thing to
> master. that can make or break a well built model, can't it?
I have to agree with you, but as monotonous as it might sound, the key to
mastering anything is practice. Don't think H.E. Day became an H.E. Day
overnight... He's spent hundreds of hours refining his skills over the
course of several years...
Still a tutorial would be nice...or at least a tip towards the method behind
the madness.
-Chris-
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I think... The round containers under the bot(s) look out of place... The egg
looks good and creepy but not w/ the bot... it seems to takeaway from the
sense that they are hovering... which i was partial to...
Agreed the antenna look superb... ;)
"H.E. Day" wrote:
> Here are two new pictures. The first is a demo of a texture+interior
> that mimics (I think) pretty well the texture on the baby container in
> the matrix.
> You'll note that I put a sphere with this texture on it under the bot.
> Makes it look creepier. At least I hope so.
> I'd like to thank whoever suggested the radar antennas. They give it a
> real sense of motion.
> Enjoy and comment!
>
> --
> H.E. Day
>
> P.S. I'll post the slimy container texture if there's enough interest.
>
> ------------------------------------------------------------------------
> [Image] [Image]
Post a reply to this message
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Wisenheimer'
David Fontaine wrote:
> "H.E. Day" wrote:
>
> > > It looks like some kind of automated chemical-handling droid (or I play too
> > > much Descent).
> >
> > Police Bot. P-O-L-I-C-E B-O-T. Say it. :)
>
> "It"
>
> --
> ___ _______________________________________________
> | \ |_ <dav### [at] faricy net> <ICQ 55354965>
> |_/avid |ontaine http://www.faricy.net/~davidf/
>
> "The only difference between me and a madman is that I'm not mad." -Dali
Post a reply to this message
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I like it the way it is...=0
"H.E. Day" wrote:
> > Frighteningly good texturing! Add a Poser baby in there and I'll get sick for
> > sure.
>
> No. No poser babies. If I can't do it by myself in Pov, I probably don't need
> to.
>
> > I like the antennas, but I'm not sure about the roof. I don't think the blue
> > paint goes with the rusty rest..
>
> Maybe I should scar and dirty it a little?
> --
> H.E. Day
Post a reply to this message
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Ditto...
TonyB wrote:
> Help! My lower jaw fell down so far it broke off!!!
Post a reply to this message
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From: Freddy D
Subject: Re: Tutorial ? (was : A bot renewed (2 pics ~43kbu))
Date: 6 Apr 2000 15:33:23
Message: <38ece683@news.povray.org>
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Tutorial ?.. you got it :-)
How to make a real good object in few steps :
1 - Create a file like this :
// Standard includes
#include "color.inc"
#include "textures.inc"
// Camera stuff here as you want
camera {
.../...
}
// Light source here as you want
Light_source {...
.../...
}
// H.E.Day includes
#include "new_textures.inc"
#include "big_textures.inc"
#include "amazing_tex.inc"
#include "incredible_tex.inc"
#include "crazy_tex.inc"
#include "more_stuff.inc"
#include "even_more_crazy_stuff.inc"
#include "I_dont_understand_tex.inc"
// Personal object
object {
sphere { <0,0,0> 1 }
rotate <17,23,47> // Just to show I understand something...
texture {
H_E_Day_tex // Put here a name (whatever it is called, H.E.Day made it..)
}
}
// End of file
Step 2 : render... It will take a few hours or days, but the result will be really
awesome, as usually when using H.E.Day textures....
Step 3 : post it on pbi and say 'Look !... I made this !...'
Question : do I have understood something ?...
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoo fr
http://profd.est-ici.org
'... et n'oubliez pas d'éteindre en sortant. Merci !...'
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Ironically, you're not far from the truth.
Here are the texture declares I use:
#declare Scarring =
texture {pigment {bozo color_map {[0 rgb .175 transmit .75][1 rgb .175 transmit
1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125 transmit .75][1 rgb
.125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale 2}translate 25}
#declare Rusting =
texture {pigment {bozo color_map {[0 rgb <1,.5,.4> transmit .75][1 rgb <1,.5,.4>
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <1,.5,.4> transmit
.75][1 rgb <1,.5,.4> transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale 2}translate
25}
#declare Rusting2 =
texture {pigment {bozo color_map {[0 rgb <1,.5,.4> transmit .875][1 rgb <1,.5,.4>
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <1,.5,.4> transmit
.875][1 rgb <1,.5,.4> transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
2}translate 25}
#declare Dirt =
texture {pigment {bozo color_map {[0 rgb <.6,.5,.4> transmit .75][1 rgb <.6,.5,.4>
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <.6,.5,.4> transmit
.75][1 rgb <.6,.5,.4> transmit 1]}scale .125][.5 rgb <.6,.5,.4> transmit 1]}scale
2}translate 5}
#declare Chipping =
texture {
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit .125][.3 rgb 1
transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}
#declare Chipping2 =
texture {
normal {bozo normal_map {[.4 bozo normal_map {[.2 bumps scale 1/16/12 bump_size
1/12][.3 bumps scale 1/8 bump_size 0]} turbulence 1/2 scale .125/2][.5 bumps scale 1/8
bump_size 0]}scale 8}
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit .125][.3 rgb 1
transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}
#declare Chipping3 =
texture {
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1.5][.3 rgb 1 transmit 1]}
turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}
I take these and layer them on, just like in the real world. Here are some examples:
//Concrete Pavement Texture
pigment {rgb 1}
normal {dents scale 1 turbulence 1 bump_size 1/3}
finish {ambient .1 diffuse .9 phong .05 phong_size 2 crand .05}
texture {Scarring scale <1,4,4>}
texture {Scarring scale <1,4,4> scale 2}
//Adobe-like building texture:
pigment {rgb <1,.95,.9>}
normal {dents scale 1/4}
finish {ambient .1 diffuse .9 phong .05 phong_size 2 crand .1}
texture {Scarring scale 4*y}
texture {Scarring scale 4*y scale 2}
texture {Rusting2 scale 2*y scale 1/2 translate 20}
texture {Chipping scale 1/4}
texture {Rusting scale 2*y scale 2 translate -20}
//Signpost Texture:
pigment {rgb <.875,1,.8755>}
finish {ambient 0 diffuse 1 phong .25 phong_size 10}
texture {Scarring scale 4*y}
texture {Chipping scale 3/4}
texture {Rusting translate 45 scale 4*y}
// A nice, frothy water texture.
pigment {rgb <.05,.1,.075>*2 transmit .25}
normal {granite .25
phase clock
translate -5*x*clock
scale <1,1,4>*10}
finish {ambient 0 diffuse 1 phong 2 phong_size 200 metallic reflection .5
conserve_energy}
scale 2/3
}
texture {Chipping}
texture {Chipping2 scale 2}
texture {Chipping2 scale 4}
texture {Chipping3 scale 4 translate 20}
texture {Chipping3 scale 4 translate -20}
texture {Chipping2 scale 6}
interior { ior 1.33 media { absorption rgb (1-<.8,.9,1>)*50 method 2 }}
The sky is the limit. Remember that there are no clean textures. Every one should
have at least one {Scarring} texture applied to it.
Oh, By the way, these texture samples come from my next IRTC entry. Please no one use
them to oust me, hmmm?
Good luck!
--
H.E. Day
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H.E. Day <hed### [at] fci net> a écrit dans le message : 38ED5579.F87A84F4@fci.net...
> Ironically, you're not far from the truth.
Well... my little finger told me.... :-)
> Here are the texture declares I use:
[Really_big_Snip_here]
> I take these and layer them on, just like in the real world. Here are some
examples:
> .../...
Yes... I use your Scarring texture on my object as a second layer... :-)
> The sky is the limit. Remember that there are no clean textures. Every one should
> have at least one {Scarring} texture applied to it.
He ?... I'm right after all...
> Oh, By the way, these texture samples come from my next IRTC entry. Please no one
use
> them to oust me, hmmm?
Stills or Animations ?...
Personally, I'm not good enough to post something for irtc... ;-/
Maybe later...
> Good luck!
The other competitors need luck !.... :-)))
> --
> H.E. Day
>
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoo fr
http://profd.est-ici.org
'... et n'oubliez pas d'éteindre en sortant. Merci !...'
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