POV-Ray : Newsgroups : povray.newusers : Metal textures : Re: Metal textures Server Time
21 Jun 2024 09:40:01 EDT (-0400)
  Re: Metal textures  
From: Cousin Ricky
Date: 11 Dec 2015 07:25:01
Message: <web.566ac01626c2efd3fd54400e0@news.povray.org>
"aradan.d" <ara### [at] gmailcom> wrote:
> #declare f_metal = finish {
>     ambient .2 diffuse .4
>     specular 1.8 roughness .08 brilliance 2
>     reflection { .8 metallic 1 } metallic
>     irid {0.2}
> }

Diffuse + reflection should never be greater than one, and your ambient value
seems too high.  Ambient should scale down with diffuse as reflection
increases--i.e., the ambient-to-diffuse ratio should be the same for all
textures in a given scene.

RC3Metal in the Object Collection ( http://lib.povray.org/ ) will do these
adjustments for you, as well as coordinating specular, roughness, and

According to Clipka (one of the POV-Ray developers), realistic metals should
have ambient 0 diffuse 0 and use blurred reflection.  Blurred reflection is not
built into POV-Ray, but it is available with UberPOV and RC3Metal.  The
knowledge base (
http://wiki.povray.org/content/Knowledgebase:POV-Ray_Questions_and_Tips )
describes a technique for blurred reflection, but it can trigger eternal render
times if you're not careful.  This problem is also remedied in RC3Metal.

(Do not use metals.inc and golds.inc as models.  Those files were written for
ancient versions of POV-Ray and are essentially obsolete.)

Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.