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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] tag povray org> 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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From: Zeger Knaepen
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 18:46:25
Message: <49cffa41@news.povray.org>
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galvanized steel, might need some work though
#declare GalvanizedSteel=
material {
texture {
pigment {crackle solid scale .1
color_map {
[0 rgb .5]
[1 rgb .9]
}
}
normal {granite -.03}
finish {ambient 0 diffuse 1 brilliance 3 specular 1 roughness .01 metallic
reflection {0,.125 fresnel on metallic 1}}
}
interior {ior 30}
}
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 'galvanized steel.jpg' (43 KB)
Preview of image 'galvanized steel.jpg'

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From: [GDS|Entropy]
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 19:52:29
Message: <49d009bd$1@news.povray.org>
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Great work everyone!!
Keep it up!
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: 30 Mar 2009 02:34:17
Message: <49d067e9$1@news.povray.org>
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"Warp" <war### [at] tag povray org> schreef in bericht
news:49cfb8da$1@news.povray.org...
> 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.
Absolutely.
Thomas
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: 30 Mar 2009 02:34:48
Message: <49d06808@news.povray.org>
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I like your textures.
Thomas
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From: Jim Charter
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 30 Mar 2009 21:46:06
Message: <49d175de@news.povray.org>
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Thomas de Groot wrote:
> Here are six metal textures. Nothing really special. Just thought they might
> be of interest.
>
> Thomas
>
>
>
Rust on chrome looks great, so does middle back, makes me think of lead?
or something about wet batteries?
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: 31 Mar 2009 04:42:43
Message: <49d1d783$1@news.povray.org>
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That is an excellent one!
Thomas
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From: Thomas de Groot
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 05:01:34
Message: <49d1dbee$1@news.povray.org>
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:49d175de@news.povray.org...
> Rust on chrome looks great, so does middle back, makes me think of lead?
> or something about wet batteries?
Middle back and right back are my combination, with some adaptations, of two
separate textures, one by Meothuru, the other by jivvy (originally in Moray
format).
Note: code files are attached in the message with the image.
Thomas
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: 31 Mar 2009 05:04:04
Message: <49d1dc84$1@news.povray.org>
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This is great for far away; greebles for close up. Well done!
By the way, how is your update of the greebles macro coming along? (just
curious...)
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
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?
KW
Post a reply to this message
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"Zeger Knaepen" <zeg### [at] povplace com> wrote:
> Metallic spaceship-hull panels
>
> .. or greebles-in-a-texture if you like :)
Unique and useful. Definitely a keeper.
KW
Post a reply to this message
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"Zeger Knaepen" <zeg### [at] povplace com> wrote:
> galvanized steel, might need some work though
Very nice...
But how on EARTH did I not know about the 'solid' crackle pattern until now?
*smacks forehead* Obviously I'm not idly reading the docs during enough coffee
breaks!
:)
Post a reply to this message
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From: Tim Attwood
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 05:40:35
Message: <49d1e513@news.povray.org>
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> Keep it up!
Here's a few I had stored away. Some are perty generic though.
#declare tex_gray_metal = texture {
pigment{color <0.3,0.3,0.35>}
finish {
ambient 0.50
brilliance 2
diffuse 0.4
metallic
specular 0.50
roughness 5/60
reflection 0.1
}
};
#declare tex_black_metal = texture {
pigment{Gray05}
normal{facets coords 1 scale 0.1}
finish {
ambient 0.10
brilliance 2
diffuse 0.4
metallic
specular 0.50
roughness 5/60
reflection 0.1
}
scale 0.5
};
#declare tex_cast_metal = texture {
pigment {color <0.1,0.1,0>}
normal {
bumps
scale <0.002,0.002,0.005>*2
}
finish {
specular 0.5
roughness 0.15
}
};
#declare chrome = texture{
pigment{ color rgb <1,1,0.941176> }
finish{
ambient 0
diffuse 0.4
specular 0.9
roughness 0.06
reflection 0.4
metallic
}
};
#declare chrome2 = texture {
pigment { color <1,1,0.941176> }
finish {
ambient 0
diffuse 0.4
specular 0.9
roughness 0.06
reflection 0.2
metallic
}
};
#declare brushed = texture {
pigment { color <1,1,0.968627> }
normal {
wrinkles 0.3
scale 0.05
}
finish {
ambient 0
diffuse 0.25
specular 0.9
roughness 0.1
reflection 0.2
metallic
brilliance 0.9
conserve_energy
}
};
#declare steel = texture {
pigment { color rgb <1,1,0.941176> }
finish {
ambient 0
diffuse .3
specular .9
roughness .1
reflection .3
metallic
}
normal { wrinkles .1 scale 1 }
};
#declare brass = texture {
pigment { color rgb <0.549019,0.333333,0.2> }
normal {
wrinkles 0.1
scale 1
}
finish {
ambient 0
diffuse 0.2
specular 0.5
roughness 0.02
reflection 0.6
metallic
}
};
Post a reply to this message
Attachments:
Download 'my_metals.jpg' (178 KB)
Preview of image 'my_metals.jpg'

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From: Zeger Knaepen
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 06:11:08
Message: <49d1ec3c$1@news.povray.org>
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:49d1dc84$1@news.povray.org...
> This is great for far away; greebles for close up. Well done!
> By the way, how is your update of the greebles macro coming along? (just
> curious...)
not so good :(
I was working on it this weekend. It works, but it's extremely slow. As
in: 25 minutes parsing time for 1 very simple greebled patch. An entire
spaceship made with those greebled patches would take a couple of hours.
Not very useful, is it :(
I'm not sure yet how to make it faster.
oh well, I'll find a way :)
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
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From: Paolo Gibellini
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 07:07:37
Message: <49d1f979@news.povray.org>
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My own textures aren't comparable to these incredible examples, but I
have some other suggestions:
LightBeam's "Pyramolles" metallic material:
http://news.povray.org/povray.binaries.images/thread/%3C41aa4cb1@news.povray.org%3E/?ttop=231772&toff=1650
Jaime Vives Piqueres's t_custom_paint:
http://news.povray.org/41d83ed3@news.povray.org
Michael Raiford's copper texture:
http://news.povray.org/41e52fcd$1@news.povray.org
Ross's texture:
http://news.povray.org/povray.general/thread/%3C42c5bb9d%40news.povray.org%3E/
Helge H's texture:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4403bbf171d7750e1c6902970@news.povray.org%3E/?ttop=284288&toff=1550
;-)
Paolo
>[GDS|Entropy] on date 29/03/2009 04:06 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
>
>
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"[GDS|Entropy]" <gds-entropy AT hotmail DOT com> wrote:
> 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. ;-)
These textures are all great, but they all seem to fill very specific needs.
What might be nice is to also offer a set of 'bog-standard' ;-) polished,
diffuse or otherwise finished metals which just consist of a well-chosen
pigment colour and the standard finish/normal in question (i.e., Gold_Polished,
Gold_Diffuse, Gold_Beaten) etc.
Does anyone know of any decent photographic reference table(s) that compare
different metal colours? Even just jewellery metals would be a starting point.
(I've tried searching for this before and always come up short). I know some of
the common ones are defined in colors.inc, but to be honest most of them don't
look like the metals they're named for, so starting afresh would be my best
option.
I'm happy to knock up a standard set like this as long as I can find some good
image references.
Comments?
Post a reply to this message
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From: Paolo Gibellini
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 08:25:00
Message: <49d20b9c$1@news.povray.org>
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Very evocative!
;-)
Paolo
>Zeger Knaepen on date 29/03/2009 19:31 wrote:
> Metallic spaceship-hull panels
>
> .. or greebles-in-a-texture if you like :)
>
Post a reply to this message
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Bill Pragnell wrote:
> These textures are all great, but they all seem to fill very
specific needs.
> What might be nice is to also offer a set of 'bog-standard' ;-) polished,
> diffuse or otherwise finished metals which just consist of a well-chosen
> pigment colour and the standard finish/normal in question (i.e., Gold_Polished,
> Gold_Diffuse, Gold_Beaten) etc.
>
> Does anyone know of any decent photographic reference table(s) that compare
> different metal colours? Even just jewellery metals would be a starting point.
> (I've tried searching for this before and always come up short). I know some of
> the common ones are defined in colors.inc, but to be honest most of them don't
> look like the metals they're named for, so starting afresh would be my best
> option.
>
> I'm happy to knock up a standard set like this as long as I can find some good
> image references.
>
> Comments?
>
Well, what I have is some data measured with a spectrophotometer. Colors
(converted into scRGB color space - which is just sRGB primaries but
with a linear gamma mapping), diffuse reflection as measured together
with some IOR for fresnel reflection.
I made some macros for them, looks like this:
...snip
//******************************************************
// some micro normals
#declare P_Micro1 = pigment {
granite turbulence 0
color_map {
[0.0 rgb 0.3]
[1.0 rgb 0.7]
}
scale 0.003
}
#declare P_Micro2 = pigment {
onion turbulence 0.5
color_map{
[0.0 color rgb 1.00]
[0.45 color rgb 0.99]
[0.55 color rgb 0.96]
[1.0 color rgb 0.95]
}
scale 0.01
}
#declare P_Macro1 = pigment {
crackle turbulence 1
color_map {
[0.00 rgb 0.3]
[0.01 rgb 0.3]
[0.02 rgb 0.7]
[1.00 rgb 0.7]
}
scale 0.3
}
// "micro"-normals for blurred reflection - to get some highlights
#macro P_Polish(Polish)
pigment_pattern {
average
pigment_map {
[1 P_Micro1 translate x*20]
[1 P_Micro1 translate y*20]
[1 P_Micro1 translate z*20]
[1 P_Micro2 translate -x*20]
[1 P_Micro2 translate -y*20]
[1 P_Micro2 translate -z*20]
}
}
1 - Polish
#end
// "macro"-normals for scratches and dents
#macro P_Dents(Dents)
pigment_pattern {
average
pigment_map {
[1 P_Macro1 translate y*10]
[1 P_Macro1 translate z*10]
}
}
Dents
#end
// averaged normals
#macro N_Pattern(Polish, Dents)
normal {
average
normal_map {
[1 P_Polish(Polish)]
[1 P_Dents(Dents)]
}
}
#end
// MATERIAL MACROS
#macro MaterialGold(Polish, Dents)
material {
texture {
pigment {rgb <0.9927, 0.6952, 0.3302>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.7280
specular 0 brilliance 3
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 2.83}
}
#end
#macro MaterialSilver(Polish, Dents)
material {
texture {
pigment {rgb <0.9284, 0.9016, 0.8678>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.9001
specular 0 brilliance 3
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 3.64}
}
#end
#macro MaterialCopper(Polish, Dents)
material {
texture {
pigment {rgb <0.7802, 0.2985, 0.1078>}
N_Pattern(Polish, Dents)
finish {
ambient 0 diffuse 1-0.3832
specular 0 brilliance 2.4
reflection {0.0 1.0 fresnel on metallic}
conserve_energy
}
}
interior {ior 3.26}
}
#end
//******************************************************
...snip
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 (maybe they
should be equal to the ior, I must admit that I have no idea how POV
computes this brilliance value).
Example images, one is MCPov with 200 passes and one is POV Beta 31 with
conventional lighting and 128 light sources (no radiosity).
Settings are always 0.5 for "Polished" and 0.2 for "Dents".
And I have (over)used the kitchen probe once more again ;)
Post a reply to this message
Attachments:
Download 'material_test_mcpov.jpg' (62 KB)
Download 'material_test_lightdome.jpg' (50 KB)
Preview of image 'material_test_mcpov.jpg'

Preview of image 'material_test_lightdome.jpg'

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Kenneth wrote:
> "[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
>
> 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?
>
> KW
>
ambient 0 in the finish statement, otherwise it would emit light.
For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
mean "specular 0" and "phong 0".
-Ive
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From: Paolo Gibellini
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 10:05:04
Message: <49d22310$1@news.povray.org>
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I like them.
Some of these are very ...organic.
;-)
Paolo
>Thomas de Groot on date 29/03/2009 11:20 wrote:
> Here are six metal textures. Nothing really special. Just thought they might
> be of interest.
>
> Thomas
>
>
>
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From: Thomas de Groot
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 31 Mar 2009 10:20:21
Message: <49d226a5$1@news.povray.org>
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"Zeger Knaepen" <zeg### [at] povplace com> schreef in bericht
news:49d1ec3c$1@news.povray.org...
>
> not so good :(
>
> I was working on it this weekend. It works, but it's extremely slow. As
> in: 25 minutes parsing time for 1 very simple greebled patch. An entire
> spaceship made with those greebled patches would take a couple of hours.
> Not very useful, is it :(
>
> I'm not sure yet how to make it faster.
>
> oh well, I'll find a way :)
>
In the meantime, the present version works fine :-)
I am sure you will find a way eventually.
Thomas
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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] lilysoft org"> 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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"Kenneth" <kdw### [at] earthlink net> 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).
Post a reply to this message
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"Tim Attwood" <tim### [at] anti-spam comcast net> wrote:
> ambient 0.50
Yuck! :P
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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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Ive <"ive### [at] lilysoft org"> 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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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?
Post a reply to this message
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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
textures) with a temperature of lets say 4500° Kelvin. But I guess you
know that too ;)
-Ive
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clipka wrote:
> Ive <"ive### [at] lilysoft org"> 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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clipka nous illumina en ce 2009-04-01 04:52 -->
> Ive <"ive### [at] lilysoft org"> 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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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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Warp <war### [at] tag povray org> wrote:
> > ambient 0 in the finish statement, otherwise it would emit light.
>
> That's what #default { finish { ambient 0 } } is for.
Not with material to place in a lib. Those should have all parameters set, just
to be sure. After all, you never know what the user sets his defaults to.
> What happens if you *want* the texture to have an ambient value >0?
Then you're screwed with radiosity...
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Ive <"ive### [at] lilysoft org"> wrote:
> 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.
(As a matter of fact, I think the material definitions should get some overhaul,
too, so that specular highlights and specular reflection are automatically "in
sync", so you don't have to worry about such issues)
Post a reply to this message
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From: Christian Froeschlin
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 15:47:20
Message: <49d3c4c8$1@news.povray.org>
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clipka wrote:
> Warp <war### [at] tag povray org> wrote:
>> What happens if you *want* the texture to have an ambient value >0?
> Then you're screwed with radiosity...
include files could use a #define such as RADIOSITY_TEXTURES
to provide two versions of a texture depending on whether the
#define is set before #including. For textures which just use
a different ambient value that would be no extra effort to
write using a simple macro for ambient.
#macro AMBIENT(ambient_value)
#ifdef RADIOSITY_TEXTURES
ambient 0
#else
ambient ambient_value
#end
#end
#declare T_SOME_TEXTURE = texture
{
pigment {...}
normal {...}
finish {... AMBIENT(0.15)}
}
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Ive <"ive### [at] lilysoft org"> wrote:
> Kenneth 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?
>
> ambient 0 in the finish statement, otherwise it would emit light.
>
> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
> mean "specular 0" and "phong 0".
>
Got it. (Although the specular and phong stuff is new--I need to do some
experiments to see.)
Here's an 'old pitted iron texture' that I dug out of one of my scenes (I
actually started with one of the stones.inc pigments, and modified it)...
#declare old_pitted_iron_texture =
texture {
pigment{
granite // AGATE works well for this too.
color_map {
[0.000 rgb .8*<.4, .4, .380>]
[0.153 rgb .4]
[0.398 rgb .5*<0.7, 0.4, 0.25>]
[0.398 rgb .2*<0.7, 0.7, 0.7>]
[1.000 rgb <0.545, 0.380, 0.345>]
}
}
finish{
ambient .2 // 0 for radiosity
diffuse 1
phong .6
phong_size 24
}
normal {granite .7 scale 9}
}
KW
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Attachments:
Download 'old_pitted_iron.jpg' (52 KB)
Preview of image 'old_pitted_iron.jpg'

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Ive wrote:
> 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.
Then wouldn't the correct suggestion be "don't put an 'ambient' term
in the finish of the texture" rather than "use 'ambient 0'"?
The former doesn't fix the ambient, so you can later change it to
whatever you want with #default. The latter fixes it and you can't
change it without modifying the texture code.
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Alain wrote:
> 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.
Wouldn't it simply be easier if the texture didn't define any ambient
at all? Then you can use #default to set it to whatever you want.
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clipka wrote:
> Warp <war### [at] tag povray org> wrote:
>>> ambient 0 in the finish statement, otherwise it would emit light.
>> That's what #default { finish { ambient 0 } } is for.
>
> Not with material to place in a lib. Those should have all parameters set, just
> to be sure.
Just to be sure of what?
Why shouldn't the ambient term of a texture be definable with a
#default block, even if the texture is in a library?
>> What happens if you *want* the texture to have an ambient value >0?
>
> Then you're screwed with radiosity...
That didn't answer my question.
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From: Christian Froeschlin
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 1 Apr 2009 17:43:32
Message: <49d3e004$1@news.povray.org>
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Warp wrote:
> Why shouldn't the ambient term of a texture be definable with a
> #default block, even if the texture is in a library?
because the designer of the texture might wish to specify
the intended ambient value for use with classical lighting.
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Ive <"ive### [at] lilysoft org"> wrote:
> 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.
That's true.
Actually there's already a very easy way to turn off ALL ambient light settings
in a scene: global_settings{ambient_light 0}
It's really a multiplier (which is why it's set up as <1,1,1> by default); a
very useful little on/off ambient-light switch for running radiosity scenes.
KW
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"Kenneth" <kdw### [at] earthlink net> wrote:
> Ive <"ive### [at] lilysoft org"> wrote:
> > 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.
>
> That's true.
>
> Actually there's already a very easy way to turn off ALL ambient light settings
> in a scene: global_settings{ambient_light 0}
>
> It's really a multiplier (which is why it's set up as <1,1,1> by default); a
> very useful little on/off ambient-light switch for running radiosity scenes.
>
> KW
I find that even worse - in a radiosity scene, you often want some objects to
give out light via an ambient term. Specifically with lightprobes, you need the
lightprobe image to be ambient X and diffuse 0. Radiosity based lightprobe
scenes often have no actual lights - all the lighting originates from the
lightprobe. Setting the global ambient multiplier to 0 turns off the lightprobe
in those cases, and your scene ends up black...
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