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The texture is below, just realised I have missed out one of the light dirt
textures on the rust surface, will add that and reduce the reflection a bit on
the rust surface then do another render.
#declare lampBaseNormal = normal {
bozo
scallop_wave
scale 0.55
turbulence 0.575
lambda 2.5
omega 0.75
normal_map {
[ 0.0 agate 0.1 scale 0.75 agate_turb 0.6 ] // reduced all by
0.1
[ 0.1 agate 0.1 scale 0.75 agate_turb 0.6 ]
[ 0.2 wrinkles 0.1 scale 0.15 turbulence 0.6 ]
[ 0.956 wrinkles 0.05 scale 0.15 turbulence 0.6 ]
[ 0.975 agate 0.1 scale 0.75 agate_turb 0.6 ]
[ 1.0 agate 0.1 scale 0.75 agate_turb 0.6 ]
}
}
#declare ldirt = texture {
pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
colour_map {
[ 0.0 rgbt 1 ]
[ 0.8 rgbt 1 ]
[ 0.8 rgbt <0.5, 0.34, 0.25, 1> ]
[ 0.925 rgbt <0.25, 0.2, 0.15, 0.8> ]
[ 1.0 rgbt <0.5, 0.34, 0.25, 1.0> ]
}
scale 0.02
}
normal { granite 0.5 scale 0.001 }
finish { diffuse albedo 0.81 reflection { 0.001 0.01 fresnel on } }
}
#declare dirt = texture {
pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
colour_map {
[ 0.0 rgbt 1 ]
[ 0.75 rgbt 1 ]
[ 0.75 rgbt <0.5, 0.34, 0.25, 1> ]
[ 0.9 rgbt <0.25, 0.2, 0.15, 0.5> ]
[ 1.0 rgbt <0.5, 0.34, 0.25, 1.0> ]
}
scale 0.02
}
normal { granite 0.5 scale 0.001 }
finish { diffuse albedo 0.81 reflection { 0.001 0.01 fresnel on } }
}
#declare vdirt = texture {
pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
colour_map {
[ 0.0 rgbt 1 ]
[ 0.55 rgbt 1 ]
[ 0.55 rgbt <0.25, 0.14, 0.09, 1> ]
[ 0.9 rgbt <0.08, 0.06, 0.045, 0.125> ]
[ 1.0 rgbt <0.25, 0.14, 0.09, 0.45> ]
}
scale 0.02
}
normal { granite 0.5 scale 0.001 }
finish { diffuse albedo 0.75 reflection { 0.001 0.005 fresnel on } }
}
#declare lampBaseTex = texture
{
pigment {rgb <0.3, 0.025, 0.003> }
finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.75
reflection { 0.01 0.05 fresnel on } }
normal { lampBaseNormal scale 0.5}
}
texture
{
pigment {
bozo
turbulence 0.456
omega 0.8
lambda 2
octaves 8
colour_map
{
[ 0 rgbt 1 ]
[ 0.3 rgbt 1 ]
[ 0.3 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.4 rgbt <0.45, 0.2, 0.07, 0.975> ]
[ 0.5 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.6 rgbt <0.45, 0.2, 0.07, 0.985> ]
[ 0.7 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.8 rgbt <0.45, 0.2, 0.07, 0.975> ]
[ 0.9 rgbt <0.45, 0.2, 0.07, 1> ]
[ 1.0 rgbt <0.45, 0.2, 0.07, 0.96> ]
}
scale <0.075, 0.15, 0.075>
}
finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.875
reflection { 0.01 0.025 fresnel on } }
normal {average normal_map {
[ 1 lampBaseNormal scale 0.5 ]
[ 1 granite 0.8 scale 0.05 ]
}
}
}
texture { ldirt }
#declare lampBaseTexDirt = texture { lampBaseTex }
texture { dirt }
#declare lampBaseTexVDirt = texture { lampBaseTex }
texture { vdirt }
#declare lampBubblePaint = texture
{
pigment { gradient x turbulence 0.73 omega 0.4 colour_map
{
[ 0 rgb <0.3, 0.025, 0.003> ]
[ 0.6 rgb <0.3, 0.025, 0.003> ]
[ 0.7 rgb <0.325, 0.06, 0.01> ]
[ 0.8 rgb <0.325, 0.06, 0.01> ]
[ 1.0 rgb <0.3, 0.025, 0.003> ]
}
scale <0.01, 0.1, 0.02>
}
finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.75
reflection { 0.01 0.05 fresnel on } }
normal { crackle 3 turbulence 0.05 scale 0.025 }
}
texture
{
pigment {
bozo
turbulence 0.456
omega 0.8
lambda 2
octaves 8
colour_map
{
[ 0 rgbt 1 ]
[ 0.3 rgbt 1 ]
[ 0.3 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.4 rgbt <0.45, 0.2, 0.07, 0.975> ]
[ 0.5 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.6 rgbt <0.45, 0.2, 0.07, 0.985> ]
[ 0.7 rgbt <0.45, 0.2, 0.07, 1> ]
[ 0.8 rgbt <0.45, 0.2, 0.07, 0.975> ]
[ 0.9 rgbt <0.45, 0.2, 0.07, 1> ]
[ 1.0 rgbt <0.45, 0.2, 0.07, 0.96> ]
}
scale <0.075, 0.15, 0.075>
}
finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.875
reflection { 0.01 0.025 fresnel on } }
normal { crackle 3 turbulence 0.05 scale 0.03 }
}
#declare lampBubblePaintDirt = texture { lampBubblePaint }
texture { dirt }
#declare lampBubblePaintVDirt = texture { lampBubblePaint }
texture { vdirt }
#declare lampRust = texture {
pigment { granite turbulence 0.35 omega 0.7 lambda 2.2
colour_map {
[ 0.0 rgb <0.015, 0.0045, 0> ]
[ 0.3 rgb <0.05, 0.0175, 0.00075> ]
[ 1.0 rgb <0.03, 0.009, 0.002> ]
}
scale 0.2
}
finish { specular albedo 0.1 roughness 0.01 brilliance 5 diffuse albedo
0.575 reflection { 0.05 0.09 metallic 0.6 fresnel on } }
normal { granite 0.12 turbulence 0.35 scale 0.05}
}
#declare lampRustDirt = texture { lampRust }
texture { dirt }
#declare lampRustVDirt = texture { lampRust }
texture { vdirt }
#declare lampRustLDirt = texture { lampRust }
texture { ldirt }
#declare lampPaintRust = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTex scale 4 ]
[ 0.6 lampBaseTex scale 4 ]
[ 0.625 lampBubblePaint scale 2 ]
[ 0.675 lampBubblePaint scale 2 ]
[ 0.7 lampRust scale 3 ]
[ 1.0 lampRust scale 3 ]
}
scale 0.25
}
#declare lampPaintRustDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexDirt scale 4 ]
[ 0.6 lampBaseTexDirt scale 4 ]
[ 0.625 lampBubblePaintDirt scale 2 ]
[ 0.675 lampBubblePaintDirt scale 2 ]
[ 0.7 lampRustDirt scale 3 ]
[ 1.0 lampRustDirt scale 3 ]
}
scale 0.25
}
#declare lampPaintRustVDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexVDirt scale 4 ]
[ 0.6 lampBaseTexVDirt scale 4 ]
[ 0.625 lampBubblePaintVDirt scale 2 ]
[ 0.675 lampBubblePaintVDirt scale 2 ]
[ 0.7 lampRustVDirt scale 3 ] // was VDirt
[ 1.0 lampRustVDirt scale 3 ] // was VDirt
}
scale 0.25
}
#declare lampPaintRustLDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexDirt scale 4 ]
[ 0.6 lampBaseTexDirt scale 4 ]
[ 0.625 lampBubblePaintDirt scale 2 ]
[ 0.675 lampBubblePaintDirt scale 2 ]
[ 0.7 lampRustLDirt scale 3 ]
[ 1.0 lampRustLDirt scale 3 ]
}
scale 0.25
}
material {
texture { gradient y turbulence 0.025
texture_map {
[ 0.0 lampRust ]
[ 0.025 lampPaintRustVDirt ] //VDirt
[ 0.15 lampPaintRustDirt ] //Dirt
[ 1.0 lampPaintRustDirt ] //Dirt
}
translate <0, -0.05, 0>
}
interior { ior 1.6 }
}
}
Seab
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