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I have a nice gold glass texture I am using for sunscreens in my space
scene.
texture
{
pigment {gamma_color_adjust(<1.000, 0.875, 0.575, 0.000, 0.900>)}
finish
{
brilliance 2
diffuse D_GoldA
ambient A_GoldA
reflection R_GoldA
metallic M
specular 0.20
roughness 1/20
}
}
What would a good similar one be for copper? Thanks.
Mike
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Mike Horvath <mik### [at] gmailcom> wrote:
> I have a nice gold glass texture I am using for sunscreens in my space
> scene.
>
> texture
> {
> pigment {gamma_color_adjust(<1.000, 0.875, 0.575, 0.000, 0.900>)}
> finish
> {
> brilliance 2
> diffuse D_GoldA
> ambient A_GoldA
> reflection R_GoldA
> metallic M
> specular 0.20
> roughness 1/20
> }
> }
>
> What would a good similar one be for copper? Thanks.
>
>
> Mike
For good copper materials look at those sources:
1. Michael Raiford Copper Texture
http://news.povray.org/povray.text.scene-files/thread/%3C41e52fcd$1@news.povray.org%3E/?ttop=296020&toff=100
2. Ive POV 3.7 metals.inc; post your textures here
http://news.povray.org/povray.binaries.images/message/%3C49d21bbf%40news.povray.org%3E/#%3C49d21bbf%40news.povray.org%3
E
3. Cousin Ricky RC3Metal
http://lib.povray.org/searchcollection/index2.php?objectName=RC3Metal&contributorTag=Cousin%20Ricky
4. Nathan O'Brien Homunculi
http://www.irtc.org/ftp/pub/stills/1999-10-31/13horror.zip
Norbert
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Le 16-01-08 22:45, Mike Horvath a écrit :
> I have a nice gold glass texture I am using for sunscreens in my space
> scene.
>
> texture
> {
> pigment {gamma_color_adjust(<1.000, 0.875, 0.575, 0.000, 0.900>)}
> finish
> {
> brilliance 2
> diffuse D_GoldA
> ambient A_GoldA
> reflection R_GoldA
> metallic M
> specular 0.20
> roughness 1/20
> }
> }
>
> What would a good similar one be for copper? Thanks.
>
>
> Mike
Metellic textures should rely mostly on their reflectivity, with little
to no diffuse and NO ambient at all.
This gives a finish similar to this:
finish{
brilliance 2 // or more
diffuse albedo 0.1 // or less
ambient 0 // Anything else is unrealistic
specular albedo Specular_Value
roughness 0.05 // (= 1/20) or less
metallic
reflection{Metal_reflection metallic }
// if using uberpov, add the same roughness as specular
}
As the brilliance increase, the specular and reflection should do the
same and roughness and diffuse should go down.
ambient must be set at zero. Editing metals.inc and gold.inc to use
ambient 0 everywhere, in my opinion, greatly improve those textures, and
the scenes that use them.
Adding albedo greatly improve the finish. As brilliance increase, it's
effect become more important.
Normaly, Metal_Reflection should be a gray value. Using a colour and
metallic will exagerate the colouring of the reflection in an
unrealistic way, but may be used for artistic purpose or for some
special effects if the relfection colour is different from the metal's
pigment.
Amy metallic finish greatly depend on it's environment.
Alain
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Am 09.01.2016 um 18:38 schrieb Alain:
> Le 16-01-08 22:45, Mike Horvath a écrit :
>> I have a nice gold glass texture I am using for sunscreens in my space
>> scene.
...
>> What would a good similar one be for copper? Thanks.
...
> Metellic textures should rely mostly on their reflectivity, with little
> to no diffuse and NO ambient at all.
...
> Amy metallic finish greatly depend on it's environment.
Indeed. As a matter of fact, realistic metallic texures often look
pretty boring in space, except in low orbit around a planet.
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