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From: [GDS|Entropy]
Subject: POV 3.7 metals.inc; post your textures here
Date: 28 Mar 2009 22:06:15
Message: <49ced797@news.povray.org>
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To all users:
Please post your metal textures here.
Once this inc file is done I will move to waters.inc, stones.inc, woods.inc,
etc.. so you can go ahead and post those textures too if you want. Remember:
radiosity compatibility. ;-)
ian
Post a reply to this message
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From: Thomas de Groot
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 05:20:20
Message: <49cf3d54@news.povray.org>
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Here are six metal textures. Nothing really special. Just thought they might
be of interest.
Thomas
Post a reply to this message
Attachments:
Download 'textures_test_metals.jpg' (69 KB)
Download 'textures_test_metals.inc.txt' (8 KB)
Download 'textures_test_metals.pov.txt' (2 KB)
Preview of image 'textures_test_metals.jpg'
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Here are six metal textures. Nothing really special. Just thought they might
> be of interest.
The rusty steel looks great. The other ones in the front row I'm not sure about.
The three in the back look rather non-metallic to me - but then again, they
might all be oxidized - in that case I guess they're ok.
Post a reply to this message
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From: Thomas de Groot
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 09:35:37
Message: <49cf7929@news.povray.org>
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"clipka" <nomail@nomail> schreef in bericht
news:web.49cf72ef4ee6dd4eea392f10@news.povray.org...
>
> The rusty steel looks great. The other ones in the front row I'm not sure
> about.
> The three in the back look rather non-metallic to me - but then again,
> they
> might all be oxidized - in that case I guess they're ok.
>
>
The two in front you mention are fantasy metals, just for fun; the two
greenish ones are bronzes with an oxydized/patina layer. Back left, is a
rusty iron.
They may not be exactly RL, but I am not sure that metals.inc should only
contain RL stuff. However, I leave selection to the community.
Thomas
Post a reply to this message
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"[GDS|Entropy]" <gds-entropy AT hotmail DOT com> wrote:
> To all users:
>
> Please post your metal textures here.
> Once this inc file is done I will move to waters.inc, stones.inc, woods.inc,
> etc.. so you can go ahead and post those textures too if you want. Remember:
> radiosity compatibility. ;-)
>
> ian
A rusty iron-texture
---[Snip]---------------
//*PMRawBegin
#include "textures.inc"
//*PMRawEnd
global_settings {
adc_bailout 0.0039216
assumed_gamma 1.5
max_trace_level 256
noise_generator 2
}
sky_sphere {
pigment {
color rgb <0.054902, 0.219608, 0.4>
}
}
cylinder {
<0, 3, 0>, <0, -3, 0>, 2
texture {
pigment {
spherical
turbulence <1, 1, 1>
omega 1
lambda 6
color_map {
[ 0.1 color rgb <0.478431, 0.513725, 0.462745>
]
}
}
normal {
boxed
30
turbulence <1, 1, 1>
omega 1
lambda 6
frequency 15
}
finish {
ambient rgb <0, 0, 0>
diffuse 0.3
specular 0.6
conserve_energy
reflection {
rgb <0.1, 0.1, 0.1>
metallic 1
}
}
scale 15
}
scale 1
rotate <0, 0, 0>
translate <1.6, 0, 5.53333>
}
sphere {
<0, 0, 0>, 2
texture {
uv_mapping
pigment {
spherical
turbulence <1, 1, 1>
omega 1
lambda 6
color_map {
[ 0.1 color rgb <0.478431, 0.513725, 0.462745>
]
}
}
normal {
boxed
30
turbulence <1, 1, 1>
omega 1
lambda 6
frequency 15
}
finish {
ambient rgb <0, 0, 0>
diffuse 0.3
specular 0.6
conserve_energy
reflection {
rgb <0.1, 0.1, 0.1>
metallic 1
}
}
scale 7.5
}
scale 1
rotate <0, 0, 0>
translate <2.13333, 0, -3.13333>
}
torus {
3, 1
texture {
pigment {
spherical
turbulence <1, 1, 1>
omega 1
lambda 6
color_map {
[ 0.1 color rgb <0.478431, 0.513725, 0.462745>
]
}
}
normal {
boxed
30
turbulence <1, 1, 1>
omega 1
lambda 6
frequency 15
}
finish {
ambient rgb <0, 0, 0>
diffuse 0.3
specular 0.6
conserve_energy
reflection {
rgb <0.1, 0.1, 0.1>
metallic 1
}
}
scale 7.5
}
scale 1
rotate <90, -45, 0>
translate <-3.73333, 0, 3.5>
}
light_source {
//*PMName Key-Light
<7, 5, -10>, rgb <1, 1, 1>
area_light <6, 0, 0>, <0, 6, 0>, 9, 9
adaptive 2
jitter
circular
orient
}
light_source {
//*PMName Fill-Light
<-7, 5, -10>, rgb <0.5, 0.5, 0.5>
shadowless
media_interaction off
}
camera {
perspective
location <-0.3, 4, -9>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.3333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
}
---[Snap]------------
Post a reply to this message
Attachments:
Download 'rostiges eisen(2).png' (405 KB)
Preview of image 'rostiges eisen(2).png'
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From: Zeger Knaepen
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 13:28:02
Message: <49cfafa2@news.povray.org>
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Metallic spaceship-hull panels
.. or greebles-in-a-texture if you like :)
--- START CODE ---
#declare MetalPanels=
texture {
pigment {
average
pigment_map {
[1
cells
pigment_map {
[0
cells
color_map {
[0 rgb .6]
[1 rgb 1]
}
scale 1.5
]
[.4
cells
color_map {
[0 rgb .8]
[1 rgb 1]
}
translate <.25,.5,.2>
]
}
]
[1
cells
color_map {
[0 rgb .8]
[1 rgb 1]
}
translate <.25,1.5,.2>
scale 2
translate <2.25,1.5,3.5>
]
}
scale .25
}
normal {
average
normal_map {
[1
cells
normal_map {
[0
cells
bump_size 1
scale 1.5
]
[.4
cells
bump_size .8
translate <.25,.5,.2>
]
}
scale 1
]
[1
cells
normal_map {
[0
cells
bump_size 1
scale .5
]
[.4
cells
bump_size .8
translate <.25,.5,.2>
]
}
scale .25
]
[1
cells
bump_size .5
translate <.25,1.5,.2>
scale 2
translate <2.25,1.5,3.5>
]
}
}
finish {ambient 0 diffuse 1 brilliance 4 specular 1 roughness .01 metallic}
}
#declare PanelScars=
texture {
pigment {
crackle form <1,0,0>
color_map {
[0 rgbt <.1,.01,0,.5>]
[.2 rgbt <.1,.01,0,1>]
}
scale .5
turbulence .2
lambda 3
scale 4
}
normal {
dents .1
}
finish {
diffuse .5 ambient 0
}
}
#declare PanelDirt=
texture {
pigment {
granite
color_map {
[0 rgb .2*<.8,.75,.7> transmit .99]
[1 rgb .1*<.8,.75,.7> transmit .8]
}
}
finish {ambient 0 diffuse .5}
}
#declare PanelDirt2=
texture {
pigment {
granite
color_map {
[0 rgb .2*<.8,.75,.7> transmit .99]
[1 rgb .1*<.8,.75,.7> transmit .6]
}
}
finish {ambient 0 diffuse .5}
}
//Test-scene:
#local Area_Lights=off;
#local Skylights=60;
#local Seed=seed(123);
camera {
location <2,2,2>*2
look_at 0
}
//some fancy lighting
light_source {
<-500,500,500>*50
rgb <1.5,1.3,1.1>
#if (Area_Lights)
area_light
x*5000,y*5000
4,4
circular
orient
#end
}
#local MI=Skylights;
#local I=0;
#while (I<MI)
#local LL=vrotate(vrotate(x,z*360*rand(Seed)),y*180*rand(Seed));
#local LH=pow(LL.y,2);
#local LX=pow(1+LL.x/2,1);
#local LL=LL*5000;
light_source {
LL
rgb <.4,.5,.9>*2.5/MI
#if (Area_Lights)
area_light
x*5000,y*5000
4,4
adaptive 2 jitter circular orient
#end
}
#local I=I+1;
#end
sphere {
0,1
uv_mapping
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,1>}
texture {PanelDirt2 scale <.25,.125,.7>}
}
torus {
1.5,.5
uv_mapping
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,1>}
texture {PanelDirt2 scale <.25,.125,.7>}
}
union {
cylinder {-x*4,x*4,.35}
cylinder {-z*4,z*4,.35}
texture {MetalPanels translate 1 scale .25}
texture {PanelScars scale <.125,.125,.5>}
texture {PanelDirt scale <.5,.25,.5>}
texture {PanelDirt2 scale <.7,.125,.7>}
}
sphere {
0,1
pigment {bumps
color_map {
[.25 rgb <.7,.8,.9>]
[.7 rgb 1]
}
poly_wave 2
scale <1,.25,1>*5
warp {turbulence .5 lambda 3}
scale .5/5
}
finish {ambient 1 diffuse 0}
scale 100
no_shadow
no_image
}
plane {y,-2
pigment {
granite
color_map {
[0 rgb <.5,.4,.3>]
[1 rgb <.6,.5,.4>]
}
}
finish {ambient 1 diffuse 0}
no_image
no_shadow
}
--- END CODE ---
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
Attachments:
Download 'metalpanels.jpg' (40 KB)
Preview of image 'metalpanels.jpg'
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"Meothuru" <nomail@nomail> wrote:
> A rusty iron-texture
Looks more like old oil than rust to me - but great effect in any case!
Post a reply to this message
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Zeger Knaepen wrote:
> Metallic spaceship-hull panels
>
> .. or greebles-in-a-texture if you like :)
That one could be quite useful to many, I'm sure.
Post a reply to this message
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Warp <war### [at] tagpovrayorg> wrote:
> Zeger Knaepen wrote:
> > Metallic spaceship-hull panels
> >
> > .. or greebles-in-a-texture if you like :)
>
> That one could be quite useful to many, I'm sure.
Definitely so.
Post a reply to this message
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"[GDS|Entropy]" <gds-entropy AT hotmail DOT com> wrote:
> To all users:
>
> Please post your metal textures here.
> Once this inc file is done I will move to waters.inc, stones.inc, woods.inc,
> etc.. so you can go ahead and post those textures too if you want. Remember:
> radiosity compatibility. ;-)
>
> ian
Here's another rusty one ...
#declare radiosity_on = true;
#declare globalreflection =1;
#if (radiosity_on)
// radiosity (global illumination) settings
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated
(1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
assumed_gamma 1.0
}
#else
global_settings {
assumed_gamma 1.0
}
#end
#declare base = texture {
pigment { color rgb <0.91, 0.95, 0.91>*0.5}
normal {
wrinkles
normal_map {
[ 0.0 granite 0.00 scale 0.001]
[ 0.2 granite 0.0 ]
[ 0.28 wrinkles 0.05 turbulence 0.5 scale 0.005]
[ 0.38 wrinkles 0.05 turbulence 0.5 scale 0.005]
[ 0.4 granite 0.0 ]
[ 0.62 granite 0.05 turbulence 0.5 scale 0.005]
[ 0.9 granite 0.0 ]
[ 1.0 granite 0.00 scale 0.001]
}
turbulence 0.05
scale 300
}
#if (radiosity_on)
finish {
ambient 0.0
brilliance 2
diffuse 0.3
metallic
specular 0.80
roughness 1/2000
reflection 0.9*globalreflection
}
#else
finish {
ambient 0.01
brilliance 2
diffuse 0.3
metallic
specular 0.80
roughness 1/2000
reflection 0.9*globalreflection
}
#end
}
#declare tex1 = texture {
pigment { granite
color_map {
[ 0 color rgb <0.7, 0.4, 0.2> ]
[ 1 color rgb <0.6, 0.2, 0.05> ]
} turbulence 0.2 scale 0.5
}
normal { bumps 0.2
turbulence 0.05
scale 0.5
}
#if (radiosity_on)
finish {
ambient 0.0
brilliance 2
diffuse 0.3
metallic
specular 0.20
roughness 1/20
reflection 0.1*globalreflection
}
#else
finish {
ambient 0.01
brilliance 2
diffuse 0.3
metallic
specular 0.20
roughness 1/20
reflection 0.1*globalreflection
}
#end
}
#declare tex2 = texture {
wrinkles
texture_map {
[0 base]
[0.5 tex1 ]
} scale 0.2 turbulence 0.5
}
#declare final= texture {
wrinkles
texture_map {
[0 base]
[0.1 base]
[0.1 tex2 scale 0.005]
[0.11 tex2 scale 0.005]
[0.12 base]
[0.5 base]
[0.7 tex2 scale 0.05]
} scale 0.2 turbulence 0.5
}
Post a reply to this message
Attachments:
Download 'metaltex.png' (216 KB)
Preview of image 'metaltex.png'
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