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Building once again upon the core of the snow macro, here are some corrosion
textures with true displacement. Thus far, you may choose to have the effect
protrude from the surface or be subtracted from it giving an acid etched
look. You may specify a single vector as the only trace point, or as the
center point (or otherwise) of various methods of casting the effect upon
the surface, including from all sides.
The colormaps used here were taken from many images of corossion of the
appropriate metals, and appear in order they were found on those surfaces.
(ColorImpact SLAYS, and exports to pov compatible 0-1 RGB format).
From left to right using single vector casting are Aluminum, Copper, and
Ferrous metal corrosion effects. Please ignore the crappy metal texture I
used on the main object, you choose what texture is input to the macro to be
corroded. I am exploring the ability to use an image to place the effect on
a given surface, effectively allowing you to "paint" it on to one degree or
another.
Keep in mind this is my first shot at this, so it isn't exactly where I want
it quite yet.
ian
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Attachments:
Download 'Rust.jpg' (126 KB)
Preview of image 'Rust.jpg'
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The start is very promising I believe. Imo, the corrosion will look even
better if the metal itself is also rusty, as it often is at the same time.
Good work!
Thomas
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Strange and nice,
;-)
Paolo
>[GDS|Entropy] on date 04/03/2009 20:26 wrote:
> Building once again upon the core of the snow macro, here are some corrosion
> textures with true displacement. Thus far, you may choose to have the effect
> protrude from the surface or be subtracted from it giving an acid etched
> look. You may specify a single vector as the only trace point, or as the
> center point (or otherwise) of various methods of casting the effect upon
> the surface, including from all sides.
>
> The colormaps used here were taken from many images of corossion of the
> appropriate metals, and appear in order they were found on those surfaces.
> (ColorImpact SLAYS, and exports to pov compatible 0-1 RGB format).
>
> From left to right using single vector casting are Aluminum, Copper, and
> Ferrous metal corrosion effects. Please ignore the crappy metal texture I
> used on the main object, you choose what texture is input to the macro to be
> corroded. I am exploring the ability to use an image to place the effect on
> a given surface, effectively allowing you to "paint" it on to one degree or
> another.
>
> Keep in mind this is my first shot at this, so it isn't exactly where I want
> it quite yet.
>
> ian
>
>
>
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:49af906a@news.povray.org...
>
> The start is very promising I believe. Imo, the corrosion will look even
> better if the metal itself is also rusty, as it often is at the same time.
Agreed, however I leave that part up to the user, as this just corrodes
whatever you tell it to.
I was trying to use some sort of crackle around the edges of the corrosion,
but that didn't work.
I guess I could scale the main blob used to do the corroding, but would that
not be unpredictable and invoke more of a memory overhead than is needed?
ian
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"Paolo Gibellini" <p.g### [at] gmailcom> wrote in message
news:49afd534@news.povray.org...
> Strange and nice,
> ;-)
> Paolo
Thank you. :)
When I finally get the trace macro set where I want it, that this and a few
other macros I've made implement, I'm going to release them all.
The way that I am trying to do this preserves reusability, as can be seen by
the fact I've got snow(gotta fix icicles), moss(in progress) and corrosion
(textures need work) all implementing from a single trace macro from the
set. So much can be done with that core, and I guess those examples just
serve as useful demonstrations. :)
ian
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I like the way all these macros are coming along. You are doing an excellent
job indeed.
Thomas
[macro junk]
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