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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>
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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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>
Here are six metal textures. Nothing really special. Just thought they might 
be of interest.

Thomas


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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'
textures_test_metals.jpg

From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 09:10:01
Message: <web.49cf72ef4ee6dd4eea392f10@news.povray.org>
"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.


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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>
"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


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From: Meothuru
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 12:20:01
Message: <web.49cf9ea34ee6dd4e1dfafa300@news.povray.org>
"[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]------------


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Attachments:
Download 'rostiges eisen(2).png' (405 KB)

Preview of image 'rostiges eisen(2).png'
rostiges eisen(2).png


 

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>
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


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Attachments:
Download 'metalpanels.jpg' (40 KB)

Preview of image 'metalpanels.jpg'
metalpanels.jpg


 

From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 13:30:00
Message: <web.49cfaffb4ee6dd4eea392f10@news.povray.org>
"Meothuru" <nomail@nomail> wrote:
> A rusty iron-texture

Looks more like old oil than rust to me - but great effect in any case!


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From: Warp
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 14:07:22
Message: <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.


Post a reply to this message

From: clipka
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 16:30:00
Message: <web.49cfda3f4ee6dd4eea392f10@news.povray.org>
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.


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From: Mike Sobers
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 18:15:00
Message: <web.49cff2824ee6dd4e5aa5eee10@news.povray.org>
"[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
}


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Attachments:
Download 'metaltex.png' (216 KB)

Preview of image 'metaltex.png'
metaltex.png


 

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