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And, last one, I had another go at a rust texture for use with proximity
patterns. The headset is obviously made of cheaper material than the rest of
the Buddha, as it has rusted a lot more.
Cheers,
Edouard.
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"Edouard" <pov### [at] edouard info> wrote:
> I just remembered Rune's "Pattern Control Trick" - works great with proximity
> patterns!
>
> Cheers,
> Edouard.
I don't know what you are planning on doing with that, but I would love to see
that pattern used as a normal. I think it would work quite well - the convex
edges would appear to be worn more than the inside corners as would happen in
real life. The other dark parts might look like dents or pitting corrosion.
Anyway, it is a very nice render.
-Reactor.
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"Reactor" <rea### [at] hotmail com> wrote:
> "Edouard" <pov### [at] edouard info> wrote:
> > I just remembered Rune's "Pattern Control Trick" - works great with proximity
> > patterns!
> >
> > Cheers,
> > Edouard.
>
> I don't know what you are planning on doing with that, but I would love to see
> that pattern used as a normal. I think it would work quite well - the convex
> edges would appear to be worn more than the inside corners as would happen in
> real life. The other dark parts might look like dents or pitting corrosion.
> Anyway, it is a very nice render.
Thank-you!
A lot of my proximity based textures use normals - this is an old render using a
steel-like texture with scratches on the "outside" and dust/corrosion on the
inside crevices:
http://news.povray.org/web.4aa9a5f8d49c2f41c83e2c410%40news.povray.org
Cheers,
Edouard.
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I said the last one was the last one, but it turns out this is the last one.
Unless, of course, the next one is the last one.
Ripoff of the zbrush look for models.
Cheers,
Edouard.
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