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31 Jul 2024 02:22:04 EDT (-0400)
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From: Bill Pragnell
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 11:00:00
Message: <web.49d22ed84ee6dd4e6dd25f0b0@news.povray.org>
Beautiful. This is just what I was thinking of. Are you willing to share these,
or just the colour data? :) How many metals have you created like this?

Ive <"ive### [at] lilysoftorg"> wrote:
> Note that I did not use any specular or phong highlights, it all depends
>     on (blurred) reflections so they work well with "radiosity-only"
> scenes or MC-Pov. But I guess to add some specular values is simple and
> the values for brilliance are just wild guesses anyway

Yeah, sounds good. Doesn't really matter, as long as they look good most of the
time, users can tweak easily enough.

> And I have (over)used the kitchen probe once more again ;)

Never!

To be honest, I wasn't even thinking of anything this ambitious - just a basic
polished finish, maybe some dents, really just to get the basic colours
consistent and believable. Great work!

Bill


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From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 13:25:01
Message: <web.49d2518e4ee6dd4ef708085d0@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:
> Sorry to be so brain-challenged, but: radiosity compatibility? I've seen that
> term mentioned several times lately, and have no clue what it means re:
> textures.  I must have missed something somewhere. Please explain?

Basically just making sure that it can be used in radiosity scenes without
acting as a light emitter there (due to ambient set to >0).


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From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 13:30:00
Message: <web.49d2520e4ee6dd4ef708085d0@news.povray.org>
"Tim Attwood" <tim### [at] anti-spamcomcastnet> wrote:
>       ambient 0.50

Yuck! :P


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From: Ive
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 14:15:36
Message: <49d25dc8$1@news.povray.org>
Bill Pragnell wrote:
> This is just what I was thinking of. Are you willing to share these,
> or just the colour data? :) 

Sure. But I have only four more metal materials and here they are:


...snip
/--------------------------------------------------

#macro MaterialBronze(Polish, Dents)
   material {
     texture {
       pigment {rgb <0.5568, 0.3484, 0.1528>}
       N_Pattern(Polish, Dents)
       finish {
         ambient 0  diffuse 1-0.3768
         specular 0  brilliance 2
         reflection {0.0  1.0 fresnel on metallic}
         conserve_energy
       }
     }
     interior {ior 3.1}
   }
#end


#macro MaterialBrass(Polish, Dents)
   material {
     texture {
       pigment {rgb <0.5709, 0.3356, 0.1491>}
       N_Pattern(Polish, Dents)
       finish {
         ambient 0  diffuse 1-0.3702
         specular 0  brilliance 3
         reflection {0.0 1.0 fresnel on metallic}
         conserve_energy
       }
     }
     interior {ior 8.0}
   }
#end


#macro MaterialSteel(Polish, Dents)
   material {
     texture {
       pigment {rgb <0.4412, 0.4137, 0.3727>}
       N_Pattern(Polish, Dents)
       finish {
         ambient 0  diffuse 1-0.4163
         specular 0  brilliance 2.8
         reflection {0.0 1.0 fresnel on metallic}
         conserve_energy
       }
     }
     interior {ior 8.6}
   }
#end


#macro MaterialChrome(Polish, Dents)
   material {
     texture {
       pigment {rgb <0.9310, 0.9265, 0.9221>}
       N_Pattern(Polish, Dents)
       finish {
         ambient 0  diffuse 1-0.9642
         specular 0 brilliance 3
         reflection {0.0 1.0 fresnel on metallic}
         conserve_energy
       }
     }
     interior {ior 15}
   }
#end

/--------------------------------------------------
...snip


Feel free to use them in any way you like. (Note, the diffuse setting is 
quite important in combination with the color itself).


I do not claim there is something "physically" accurate with them - 
especially with the way I did handle the fresnel reflection. In the 
"real world" metals have fresnel reflection but in the "real world" the 
IOR is a complex number and for metals the imaginary part of the IOR is 
the important one. To do some tests with POV is since quite a while on 
my "to do"-list... oh well, if only the "real life" would not need most 
of my time :)


> To be honest, I wasn't even thinking of anything this ambitious - just a basic
> polished finish, maybe some dents, really just to get the basic colours
> consistent and believable. Great work!
> 

BTW, the colors from "metals.inc" in the POV contribution are not so 
bad, I think. The problem is, all of them (and this is also true for 
colors.inc, woods.inc and so on) are created in the early days of 
POV-Ray when everybody used assumed gamma 2.2 (or even assumed gamma was 
not yet introduced, POV simply did work with gamma 2.2). But we had a 
kind of paradigm change regarding the gamma handling and the new beta 
enforces a linear gamma. So to use them they all have to be inverse 
gamma corrected. And wrong gamma correction makes colors not only darker 
or brighter, it changes also the hue.

-Ive


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From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 04:55:00
Message: <web.49d32b3f4ee6dd4ef708085d0@news.povray.org>
Ive <"ive### [at] lilysoftorg"> wrote:
> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
> mean "specular 0" and "phong 0".

That's not necessary, as without classic light sources these values don't have
any effect anyway (well, maybe a *tiny* bit more computing time).

They should definitely be non-zero for materials to work in non-radiosity-lit
scenes, as they will have to simulate highlights from the classic lights, which
we can't see otherwise.


Ideally, there should be *some* connection between these values and the
reflectivity of the material (and likewise between the roughness or
corresponding phong parameter, and the blurriness of reflectivity in case
micronormals are used), though I'm not sure how exactly these should be
related.


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From: Warp
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 10:41:37
Message: <49d37d21@news.povray.org>
Ive wrote:
> ambient 0 in the finish statement, otherwise it would emit light.

  That's what #default { finish { ambient 0 } } is for.

  What happens if you *want* the texture to have an ambient value >0?


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From: Ive
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 11:09:41
Message: <49d383b5$1@news.povray.org>
Warp wrote:
> Ive wrote:
>> ambient 0 in the finish statement, otherwise it would emit light.
> 
>   That's what #default { finish { ambient 0 } } is for.

This does not work if the texture already has a finish with ambient > 0.
But I'm pretty sure you know that.


>   What happens if you *want* the texture to have an ambient value >0?
Well, in a radiosity scene - thats what I was talking about - this means 
you are going to define a metal (remember, this thread is about metal 

know that too ;)


-Ive


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From: Ive
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 11:16:11
Message: <49d3853b$1@news.povray.org>
clipka wrote:
> Ive <"ive### [at] lilysoftorg"> wrote:
>> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
>> mean "specular 0" and "phong 0".
> 
> That's not necessary, as without classic light sources these values don't have
> any effect anyway (well, maybe a *tiny* bit more computing time).
> 
> They should definitely be non-zero for materials to work in non-radiosity-lit
> scenes, as they will have to simulate highlights from the classic lights, which
> we can't see otherwise.
> 

Well, I did see it the other way round. If you define a texture that 
looks great with nice specular/phong highlights you might be 
disappointed how it looks if used in a radiosity only lit scene, because 
all highlights are gone.

-Ive


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From: Alain
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 11:18:08
Message: <49d385b0$1@news.povray.org>
clipka nous illumina en ce 2009-04-01 04:52 -->
> Ive <"ive### [at] lilysoftorg"> wrote:
>> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
>> mean "specular 0" and "phong 0".
> 
> That's not necessary, as without classic light sources these values don't have
> any effect anyway (well, maybe a *tiny* bit more computing time).
> 
> They should definitely be non-zero for materials to work in non-radiosity-lit
> scenes, as they will have to simulate highlights from the classic lights, which
> we can't see otherwise.
> 
> 
> Ideally, there should be *some* connection between these values and the
> reflectivity of the material (and likewise between the roughness or
> corresponding phong parameter, and the blurriness of reflectivity in case
> micronormals are used), though I'm not sure how exactly these should be
> related.
> 
> 
Any bluring will have an effect on the tightness of the highlights. The tighter 
the highlight, the more visible the effect.

Low reflectivity goes with weak highlights. Ether use a multiple of the 
reflection value or something like the square root of the reflection value. The 
highlights tend to look as if it increase faster than the perceived reflection 
for low reflection.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you have ever gotten in a flame 
war over various rendering softwares.
Stephan Ahonen


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From: Alain
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 11:21:35
Message: <49d3867f$1@news.povray.org>
Warp nous illumina en ce 2009-04-01 10:41 -->
> Ive wrote:
>> ambient 0 in the finish statement, otherwise it would emit light.
> 
>   That's what #default { finish { ambient 0 } } is for.
> 
>   What happens if you *want* the texture to have an ambient value >0?
You just add finish{ambient YourValue} and it will override that defined elsewhere.

If you provide a texture that is INTENDED as having some ambient, just add a 
comment to that effect to your texture. Make it clear that that texture will 
then illuminate it's surrounding in any radiosity scene.

-- 
Alain
-------------------------------------------------
John' First Law of Software Developer Productivity:

"A program written by someone who does not work for you will be done when it is 
done."


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