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I have made a selection of rusty metals that have been offered over the
years in these newsgroups. Names of authors (and sometimes dates) are
given for each of them. You have already Xplo's. This list is certainly
not exhaustive but it is what I have collected.
Thomas
//----------------------------------------------------------------------
// Old pitted iron texture
// Created by Kenneth (povray.binaries.images 01-04-2009)
#declare Ke_old_pitted_iron =
texture {
pigment {
granite // AGATE works well for this too.
color_map {
[0.000 rgb .8*<.4, .4, .380>]
[0.153 rgb <0.4, 0.4, 0.4>]
[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 0 // 0.2
diffuse 1
phong .6
phong_size 24
}
normal {granite .7 scale 9}
scale 0.05 //use for scaling to object size (TdG)
}
//----------------------------------------------------------------------
// Rusty steel
// Created by Mike Sobers (povray.binaries.images 30-03-2009)
#declare radiosity_on = true;
#declare globalreflection = 1;
#declare base =
texture {
pigment { color rgb <0.91, 0.95, 0.91>*0.5}
normal {
wrinkles
normal_map {
[ 0.00 granite 0.00 scale 0.001]
[ 0.20 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]
[ 0.40 granite 0.0 ]
[ 0.62 granite 0.05 turbulence 0.5 scale 0.005]
[ 0.90 granite 0.0 ]
[ 1.00 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 MS_RustySteel =
texture {
wrinkles
texture_map {
[0.00 base]
[0.10 base]
[0.10 tex2 scale 0.005]
[0.11 tex2 scale 0.005]
[0.12 base]
[0.50 base]
[0.70 tex2 scale 0.05]
}
scale 0.2 turbulence 0.5
}
//----------------------------------------------------------------------
// A rusty iron
// Created by Meothuru (povray.binaries.images 29-03-2009)
#declare Me_RustyIron =
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
}
//----------------------------------------------------------------------
// Corroded metal (can also be used for stone with patina)
// Created by Meothuru (povray.text.scene-files 13-11-2007)
// uncomment the lines below to get the metal corrosion. otherwise
'stone' texture
#declare Me_corrodedMetal1 =
//texture {T_Silver_3C}
texture {
pigment {
cells
turbulence 1 octaves 5 omega 1 lambda 5
//pigment_map {
// [0 Black filter 0.0]
// [1 White filter 0.99]
//}
}
normal {
cells -5
turbulence 1 octaves 5 omega 1 lambda 5
accuracy 0.001
}
}
// and with color variation as given by Grassblade:
#declare Me_corrodedMetal2 =
texture {
pigment {
cells
turbulence 1 octaves 5 omega 1 lambda 5
color_map {
[0.0 color rgb <0.5,0.3,0.1>]
[0.5 color rgb <0.45, 0.45, 0.45>]
[1.0 color rgb <0.5,0.3,0.1>]
}
}
normal {
cells -5
turbulence 1 octaves 5 omega 1 lambda 5
accuracy 0.001
}
}
//or:
#declare Me_corrodedMetal3=
texture {
cells
turbulence 1 octaves 5 omega 1 lambda 5
texture_map {
[0.0 Me_corrodedMetal2]
[0.5 MGrayFro] //T_Silver_3C]
[1.0 Me_corrodedMetal2]
}
}
//----------------------------------------------------------------------
// Cast metal Texture
// Created By Tim Attwood
#declare TA_CastMetal =
texture {
pigment{rgb <0.8, 0.8, 0.8>} //(0.5) change to needs (TdG)
normal{facets coords 1 scale 1} //(scale 0.1)
finish {
ambient 0
brilliance 2
diffuse 0.7 //(0.6) change to needs (TdG)
metallic
specular 0.50
roughness 5/60
reflection 0.1
}
scale 0.35
}
//-------------------------------------------------------
// Rusty Chrome texture by David Anjo
#declare TM_Rusty_Chrome =
texture {
pigment {
granite
color_map {
[0.00 color rgb<0.400, 0.400, 0.400>]
[0.70 color rgb<0.498, 0.498, 0.498>]
[0.70 color rgb<0.898, 0.518, 0.278>]
[0.75 color rgb<0.698, 0.137, 0.000>]
[0.80 color rgb<0.698, 0.400, 0.078>]
[0.80 color rgb<0.698, 0.439, 0.078>]
[0.85 color rgb<0.498, 0.298, 0.278>]
[0.85 color rgb<0.498, 0.318, 0.278>]
[0.90 color rgb<0.878, 0.498, 0.278>]
[0.90 color rgb<0.498, 0.498, 0.498>]
[1.00 color rgb<0.400, 0.400, 0.400>]
}
}
finish {
brilliance 6.0
phong 0.25 metallic
reflection 0.05
}
}
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