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I have no idea what this is, it just evolved, perhaps inspired by mops'
corals (
http://news.povray.org/povray.binaries.images/thread/%3C43f75349%40news.povray.org%3E/
). Maybe it also is a reflective sphere on a checkered surface. :-)
I used it to test a couple of texture (finish) macros:
// ordinary finish:
#macro _shinyness ( _g1 )
finish {
ambient 0
diffuse min (1, (1.65 - _g1))
specular _g1
roughness 1 / pow (500, _g1)
reflection { 0.5 * max ( 0, _g1 - 0.65 ), 2 * max ( 0, _g1 - 0.65 ) }
}
#end
// metal finish:
#macro _metal ( _g1 )
finish {
ambient 0
diffuse 1 - _g1
specular _g1 * 2
roughness 1 / pow (250, _g1)
metallic
reflection { _g1 / 2, _g1 metallic }
}
#end
I think they work well, but I would be interested in comments. The parameter
value should be 0.0 to 1.0, higher values makes the object more shiny. I
have used several sources for the algorithms: mainly the good old
StrataVision 4.0 and 3d World magazine.
H
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Attachments:
Download 'metalthing.jpg' (78 KB)
Preview of image 'metalthing.jpg'
![metalthing.jpg](/povray.binaries.images/attachment/%3Cweb.4403bbf171d7750e1c6902970%40news.povray.org%3E/metalthing.jpg?ttop=441697&toff=4550&preview=1)
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"helge_h" <nomail@nomail> wrote:
> I have no idea what this is, it just evolved, perhaps inspired by mops'
> corals (
>
http://news.povray.org/povray.binaries.images/thread/%3C43f75349%40news.povray.org%3E/
> ). Maybe it also is a reflective sphere on a checkered surface. :-)
>
> I used it to test a couple of texture (finish) macros:
>
> // ordinary finish:
>
> #macro _shinyness ( _g1 )
> finish {
> ambient 0
> diffuse min (1, (1.65 - _g1))
> specular _g1
> roughness 1 / pow (500, _g1)
> reflection { 0.5 * max ( 0, _g1 - 0.65 ), 2 * max ( 0, _g1 - 0.65 ) }
> }
> #end
>
> // metal finish:
>
> #macro _metal ( _g1 )
> finish {
> ambient 0
> diffuse 1 - _g1
> specular _g1 * 2
> roughness 1 / pow (250, _g1)
> metallic
> reflection { _g1 / 2, _g1 metallic }
> }
> #end
>
> I think they work well, but I would be interested in comments. The parameter
> value should be 0.0 to 1.0, higher values makes the object more shiny. I
> have used several sources for the algorithms: mainly the good old
> StrataVision 4.0 and 3d World magazine.
>
> H
Great!.. Can you share metal texture?
Regards.
Hasan
Post a reply to this message
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"Hasan3" <PRO### [at] Yahoo com> wrote:
> "helge_h" <nomail@nomail> wrote:
> > I have no idea what this is, it just evolved, perhaps inspired by mops'
> > corals (
> >
http://news.povray.org/povray.binaries.images/thread/%3C43f75349%40news.povray.org%3E/
> > ). Maybe it also is a reflective sphere on a checkered surface. :-)
> >
> > I used it to test a couple of texture (finish) macros:
> >
> > // ordinary finish:
> >
> > #macro _shinyness ( _g1 )
> > finish {
> > ambient 0
> > diffuse min (1, (1.65 - _g1))
> > specular _g1
> > roughness 1 / pow (500, _g1)
> > reflection { 0.5 * max ( 0, _g1 - 0.65 ), 2 * max ( 0, _g1 - 0.65 ) }
> > }
> > #end
> >
> > // metal finish:
> >
> > #macro _metal ( _g1 )
> > finish {
> > ambient 0
> > diffuse 1 - _g1
> > specular _g1 * 2
> > roughness 1 / pow (250, _g1)
> > metallic
> > reflection { _g1 / 2, _g1 metallic }
> > }
> > #end
> >
> > I think they work well, but I would be interested in comments. The parameter
> > value should be 0.0 to 1.0, higher values makes the object more shiny. I
> > have used several sources for the algorithms: mainly the good old
> > StrataVision 4.0 and 3d World magazine.
> >
> > H
>
> Great!.. Can you share metal texture?
>
> Regards.
> Hasan
Here you go (for the main object):
#local Brass_color = color rgb <0.7, 0.612, 0.35>;
#local Bump0 = normal {
granite
scale 5
bump_size -0.3
slope_map {
[ 0 <0, 1> ]
[ 0.3 <1, 0> ]
[ 1 <1, 0> ]
}
}
#local Bump1 = normal { bumps scale 0.25 bump_size 0.3 }
#local Bump2 = normal { bumps scale 5 bump_size 0.3 }
#local CastMetal_normal = normal {
average normal_map {
[ 1 Bump0 ]
[ 1 Bump1 ]
[ 1 Bump2 ]
}
}
#local CastMetal_texture = texture {
pigment { Brass_color }
normal { CastMetal_normal }
_metal (0.4) // the macro from original post
}
H
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"helge_h" <nomail@nomail> wrote:
Very thanks.
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"helge_h" <nomail@nomail> wrote in message
news:web.4403bbf171d7750e1c6902970@news.povray.org...
>I have no idea what this is, it just evolved, perhaps inspired by mops'
> corals
It's a ball-bearing holder! :)
Nice render and textures!
~Steve~
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"St." <dot### [at] dot com> wrote:
> "helge_h" <nomail@nomail> wrote in message
> news:web.4403bbf171d7750e1c6902970@news.povray.org...
> >I have no idea what this is, it just evolved, perhaps inspired by mops'
> > corals
>
>
> It's a ball-bearing holder! :)
>
> Nice render and textures!
>
designed for a Heath Robinson device.
I think that it is a flange for a ball bearing floater. Part of an air
lubricated ball race. The nut should be chamfered or bevelled, I think.
Great image with good textures
Post a reply to this message
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