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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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I think these paintings are called "pearlescent" or "luster"
paintings. Some car manufacturers call them "mica" where mica
is a low refractive index material used for one of the two
or three layers these paintings have.
-Hans-
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