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I can see it, but it's so small it's hard to tell if it's smooth.....
Alberto wrote:
> "Greg M. Johnson" wrote:
> >
> > Oops or no oops? Can't see in your image......
> >
> I don't know what happens. I can see it with my news reader, it's a jpeg file.
> Alberto.
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"Greg M. Johnson" wrote:
>
> I can see it, but it's so small it's hard to tell if it's smooth.....
Sorry, here is a bigger image.
Regards, Alberto.
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Attachments:
Download 'hull1.jpg' (15 KB)
Preview of image 'hull1.jpg'
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are your textures procedural? if so, i'd like a peek if that's okay.
Alberto wrote:
>
> This is more or less the final version of my cgs fighter. Texturing was
> the most time consuming task.
>
> Although antialiasing threshold was set to .1 and depth to 4 it took
> only half an hour to render.
>
> What do you think?
>
> Alberto.
>
> ------------------------------------------------------------------------
> [Image]
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ryan constantine wrote:
>
> are your textures procedural? if so, i'd like a peek if that's okay.
>
Hi Ryan. There is no problem to share the texture.
I wanted to give the ship the aspect of a very used one.
The fringes on the hull are made with normals. They are achieved with
radial and gradient x. The granite normal takes care of a bit of bumpiness.
To get the dust, to distinct pigment were used. The first one, to draw
the horizontal dust along the hull. The second one to have broad dark areas.
This texture was inspired by an image posted by H. E. Day.
Here is the code.
#declare Metal = <.95, .95, 1>; //bluish color
#declare HullTexture =
texture{
finish{reflection .05 phong .05 phong_size 50}
normal{average
normal_map{
[1 radial .05 frequency 4 rotate 90*z]
[1 gradient x .05 translate 8*x]
[.28 granite scale<2, 1, 1>]
}
}
pigment{
average translate -6*x
pigment_map{
[.4 bozo scale <1,.01,.05>
pigment_map{
[0 gradient x
color_map{[0 rgb 1.2*Metal] [1 rgb .8*Metal]}
]
[1 rgb .8*Metal]
}
]
[.6 bozo scale <2, .25, .25>
color_map{[0 rgb .65*Metal][1 rgb .9*Metal]}
]
}
}
}
Best regards,
Alberto
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thanks
Alberto wrote:
>
> ryan constantine wrote:
> >
> > are your textures procedural? if so, i'd like a peek if that's okay.
> >
> Hi Ryan. There is no problem to share the texture.
>
> I wanted to give the ship the aspect of a very used one.
>
> The fringes on the hull are made with normals. They are achieved with
> radial and gradient x. The granite normal takes care of a bit of bumpiness.
>
> To get the dust, to distinct pigment were used. The first one, to draw
> the horizontal dust along the hull. The second one to have broad dark areas.
> This texture was inspired by an image posted by H. E. Day.
>
> Here is the code.
>
> #declare Metal = <.95, .95, 1>; //bluish color
> #declare HullTexture =
> texture{
> finish{reflection .05 phong .05 phong_size 50}
> normal{average
> normal_map{
> [1 radial .05 frequency 4 rotate 90*z]
> [1 gradient x .05 translate 8*x]
> [.28 granite scale<2, 1, 1>]
> }
> }
> pigment{
> average translate -6*x
> pigment_map{
> [.4 bozo scale <1,.01,.05>
> pigment_map{
> [0 gradient x
> color_map{[0 rgb 1.2*Metal] [1 rgb
.8*Metal]}
> ]
> [1 rgb .8*Metal]
> }
> ]
> [.6 bozo scale <2, .25, .25>
> color_map{[0 rgb .65*Metal][1 rgb .9*Metal]}
> ]
> }
> }
> }
>
> Best regards,
> Alberto
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