POV-Ray : Newsgroups : povray.binaries.images : Help: Brushed metal: POV Ray 3.1 > 3.5 Server Time
11 Aug 2024 09:19:57 EDT (-0400)
  Help: Brushed metal: POV Ray 3.1 > 3.5 (Message 11 to 13 of 13)  
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From: Dan P
Subject: Re: Brushed metal: POV Ray 3.1 > 3.5
Date: 28 Apr 2004 22:39:08
Message: <40906acc$1@news.povray.org>
Dustin wrote:
>  
> 
>>DAMN, that is a cool lookin' leg!
> 
> 
> Thanks, I *WAS* happy with how things were turning out until I decided to
> upgrade in the middle of the model. Could you post the code to your
> 'brushed metal scene' example? Maybe I can compare and find out where I am
> going wrong...

Doh :-( When I read newsgroups, I keep a file on my desktop called 
"test.pov" that is just a temporary file for code. It has long since 
been overwritten :-(

There wasn't anything special outside of the original code I put up 
there, though. Just a plane w/checker pattern and two lights.

-- 
Respectfully,
Dan P
http://<broken link>


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From: Warp
Subject: Re: Brushed metal: POV Ray 3.1 > 3.5
Date: 29 Apr 2004 09:14:30
Message: <4090ffb6@news.povray.org>
Tek <tek### [at] evilsuperbraincom> wrote:
> In any case using pigment_pattern allows you to manipulate the pattern before
> pov samples a normal from it. One trick I use is: normal { pigment_pattern {
> granite scale f } 1 scale 1/f }, so that by varying the value of f you control
> the severity of the bumps.

  A simpler solution is to adjust the accuracy of the normal calculations.
This is done by adding the keyword 'accuracy' to your normal block
followed by a small float (try things like .01 and smaller).
  The normal calculations have changed a bit from 3.1 to 3.5 but adjusting
the accuracy will usually give you the same result as in 3.1.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Tek
Subject: Re: Brushed metal: POV Ray 3.1 > 3.5
Date: 29 Apr 2004 12:35:38
Message: <40912eda$1@news.povray.org>
Oh, I didn't realise I could do that! Thanks!!!

Okay ignore the second part of my message, but my solution for this particular
case should help because it's non-uniform scaling.

-- 
Tek
www.evilsuperbrain.com

"Warp" <war### [at] tagpovrayorg> wrote in message news:4090ffb6@news.povray.org...
> Tek <tek### [at] evilsuperbraincom> wrote:
> > In any case using pigment_pattern allows you to manipulate the pattern
before
> > pov samples a normal from it. One trick I use is: normal { pigment_pattern {
> > granite scale f } 1 scale 1/f }, so that by varying the value of f you
control
> > the severity of the bumps.
>
>   A simpler solution is to adjust the accuracy of the normal calculations.
> This is done by adding the keyword 'accuracy' to your normal block
> followed by a small float (try things like .01 and smaller).
>   The normal calculations have changed a bit from 3.1 to 3.5 but adjusting
> the accuracy will usually give you the same result as in 3.1.
>
> -- 
> #macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
> N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
> N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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