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Salty wrote:
> Nice renders, care to share the texture you are using?
Of course no... I will put some example on my site soon, but bellow
is the texture itself. The idea is very simple, and the effect can be
controlled playing with the specular amount of the first layer and the
transmit value on the second.
#declare rmin=.1;
#declare rmax=.33;
#declare c1=Blue*.25; #declare c2=Green*.5;
//#declare c1=Red*.125; #declare c2=Yellow*.5;
//#declare c1=Blue*.2+Green*.1; #declare c2=Yellow*.5;
//#declare c1=Violet*.5; #declare c2=Red;
//#declare c1=Red*.5; #declare c2=Green;
//#declare c1=Black; #declare c2=White;
//#declare c1=Black; #declare c2=Red;
//#declare c1=Blue*.5; #declare c2=Orange;
//#declare c1=Black; #declare c2=Aquamarine;
//declare c1=Black; #declare c2=Blue*.7+Green*.3;
#declare t_custom_paint=
texture{
pigment{rgb c2}
finish{specular 2 metallic roughness .1 brilliance 10}
}
texture{
pigment{rgb c1 transmit .33}
finish{
specular 1 roughness .0125
diffuse 1-rmax reflection{rmin,rmax} conserve_energy
//irid{.25 thickness pi/2} // :)
}
}
--
Jaime
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Jaime Vives Piqueres wrote:
> Maurice wrote:
>
>> On a different note. Although they are not quite visible here, how do
>> you make your numberplates?
>
>
> It's a height_field, as all I've found was a jpg image with all the
> chars and numbers (in a site about miniature car modeling). The font
> used in Spain is also very rare and I cannot find anything even remotely
> similar...
Now there's something I hadn't thought of. I could just take some
pictures of plates and thus collect all the characters and define a
height_field for each. Thanks for the idea.
--
Maurice
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"Michael Raiford" <mra### [at] hotmail com> wrote in message
news:41d771e6$1@news.povray.org
> Jellby wrote:
>> Great! Those remind me of a car I used to see around here, it was
>> painted bright metallized orange, and it was quite conspicuous
>> under the summer sun.
>
> There was, I believe a paint used on some Mitsubishi Eclipse's
> (mid-late 90's vintage) that was a burnt orange from one angle, and
> an olive from a different angle. Very interesting to look at, but I
> wouldn't want to own one.
I saw a green/purple version of this, looked stunning.
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Hi all!
Dunno who it was, but I saw very interesting metallic car painting a year
ago or so, maybe more. It was rendered in MLpov, the paint colour was
AOI-dependent. Moreover there were some fine metal particles visible in the
coat. Tried to search the POV-Ray Newsgroup to no avail. There was also
quite nice animation - the futuristic car speeding through the city. I
thought that stunning procedural paint would look cool with this magnificent
piece of model. Does anybody remember that thread and possibly give a hint?
Excellent modelling Jaime
Matt Burns
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All right, many thanks.
Regards,
Oleguer
news:41d83e9b$1@news.povray.org...
> Oleguer Vilella wrote:
>> Have you done it all with POV-Ray?
>
> No, the car is modeled with Wings3D and the environment is made with
> photos mapped on boxes. But the car paint is 100% POV-Ray procedural
> textures.
>
> --
> Jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> Salty wrote:
> > Nice renders, care to share the texture you are using?
>
> Of course no... I will put some example on my site soon, but bellow
> is the texture itself. The idea is very simple, and the effect can be
> controlled playing with the specular amount of the first layer and the
> transmit value on the second.
>
> #declare rmin=.1;
> #declare rmax=.33;
> #declare c1=Blue*.25; #declare c2=Green*.5;
> //#declare c1=Red*.125; #declare c2=Yellow*.5;
> //#declare c1=Blue*.2+Green*.1; #declare c2=Yellow*.5;
> //#declare c1=Violet*.5; #declare c2=Red;
> //#declare c1=Red*.5; #declare c2=Green;
> //#declare c1=Black; #declare c2=White;
> //#declare c1=Black; #declare c2=Red;
> //#declare c1=Blue*.5; #declare c2=Orange;
> //#declare c1=Black; #declare c2=Aquamarine;
> //declare c1=Black; #declare c2=Blue*.7+Green*.3;
>
> #declare t_custom_paint=
> texture{
> pigment{rgb c2}
> finish{specular 2 metallic roughness .1 brilliance 10}
> }
> texture{
> pigment{rgb c1 transmit .33}
> finish{
> specular 1 roughness .0125
> diffuse 1-rmax reflection{rmin,rmax} conserve_energy
> //irid{.25 thickness pi/2} // :)
> }
> }
>
> --
> Jaime
Erk? Gotta play around some with this...
I thought from some way back discussions in these newsgroups that finishes
in layered textures always ended up being the last one used.
I've been making layered textures with a finish only on one texture. You
mean that I could have been layering finishes too?
<Whump!> (sound of head beating wall)
RG
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gonzo wrote:
> Erk? Gotta play around some with this...
It has room for a lot of playing... depending on the colors to mix,
you will need to adjust the specular and the transmit values.
> I thought from some way back discussions in these newsgroups that finishes
> in layered textures always ended up being the last one used.
No, that was normals. The tutorial even warns about not confusing it
with finishes... :)
> I've been making layered textures with a finish only on one texture. You
> mean that I could have been layering finishes too?
Hmmm.... yes, sorry... ;) (I've suffered such "subconscious
assumptions" sometimes, even with the most obvious things).
--
Jaime
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Matt Burns wrote:
> Dunno who it was, but I saw very interesting metallic car painting a year
> ago or so, maybe more. It was rendered in MLpov, the paint colour was
> AOI-dependent. Moreover there were some fine metal particles visible in the
> coat. Tried to search the POV-Ray Newsgroup to no avail. There was also
> quite nice animation - the futuristic car speeding through the city. I
> thought that stunning procedural paint would look cool with this magnificent
> piece of model. Does anybody remember that thread and possibly give a hint?
The only thing I found was Tek metallic paint macro, searching for
pov+metallic+paint. Thanks for the hint: I had borrowed some bits from
Tek approach.
> Excellent modelling Jaime
Thanks!
--
Jaime
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> Salty wrote:
>
>> Nice renders, care to share the texture you are using?
>
>
> Of course no... I will put some example on my site soon, but bellow
> is the texture itself.
Thank you very much, Jaime. Now I have a very beautiful metallic texture
for my big truk. :)
--
ZeSly
http://perso.wanadoo.fr/zesly/
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Attachments:
Download 'bigtruck3.jpg' (92 KB)
Preview of image 'bigtruck3.jpg'
![bigtruck3.jpg](/povray.binaries.images/attachment/%3C41da9538%40news.povray.org%3E/bigtruck3.jpg?preview=1)
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ZeSly wrote:
> Thank you very much, Jaime. Now I have a very beautiful metallic texture
> for my big truk. :)
Wow! I'm glad to have contributed to that ambitious project: the
level of detail is amazing! I will have to ask you for help when
designing my first truck (I would like to do a "busy freeway" scene in
the future).
--
Jaime
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