POV-Ray : Newsgroups : povray.windows : Rust: how to? Server Time
28 Jul 2024 10:20:00 EDT (-0400)
  Rust: how to? (Message 1 to 5 of 5)  
From: Chuck Roberts
Subject: Rust: how to?
Date: 19 Aug 1999 10:14:43
Message: <37BC1190.601EA95A@accn.org>
I have POV 3.1g. How do I make a metallic object look rusty and old? I
don't want the whole thing a rust color, I want patches of rust. 
Thank you.


Post a reply to this message

From: Nieminen Mika
Subject: Re: Rust: how to?
Date: 19 Aug 1999 11:48:59
Message: <37bc276b@news.povray.org>
Chuck Roberts <rob### [at] accnorg> wrote:
: I have POV 3.1g. How do I make a metallic object look rusty and old? I
: don't want the whole thing a rust color, I want patches of rust. 
: Thank you.

  texture_map is the answer.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

From: Ken
Subject: Re: Rust: how to?
Date: 22 Aug 1999 02:16:32
Message: <37BF959C.E4FECB67@pacbell.net>
Nieminen Mika wrote:
> 
> Chuck Roberts <rob### [at] accnorg> wrote:
> : I have POV 3.1g. How do I make a metallic object look rusty and old? I
> : don't want the whole thing a rust color, I want patches of rust.
> : Thank you.
> 
>   texture_map is the answer.

What is wrong with color_map combined with pigment_map ?

An image_map would work as well but is considered cheating by the purists.

  You could also use material_map or even height fields with any of the
previously mentioned methods.

-- 
Ken Tyler

See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


Post a reply to this message

From: Peter Popov
Subject: Re: Rust: how to?
Date: 22 Aug 1999 19:17:31
Message: <37c48595.5610769@204.213.191.228>
On Sat, 21 Aug 1999 23:15:56 -0700, Ken <tyl### [at] pacbellnet> wrote:

>What is wrong with color_map combined with pigment_map ?
>
>An image_map would work as well but is considered cheating by the purists.
>
>  You could also use material_map or even height fields with any of the
>previously mentioned methods.

The benefit of texture_map is that you can vary the finish, too. No
need to explain why one would want that to model rust :)


Peter Popov
ICQ: 15002700


Post a reply to this message

From: Ken
Subject: Re: Rust: how to?
Date: 22 Aug 1999 20:27:37
Message: <37C09550.29F0B4F9@pacbell.net>
Peter Popov wrote:
> 
> On Sat, 21 Aug 1999 23:15:56 -0700, Ken <tyl### [at] pacbellnet> wrote:
> 
> >What is wrong with color_map combined with pigment_map ?
> >
> >An image_map would work as well but is considered cheating by the purists.
> >
> >  You could also use material_map or even height fields with any of the
> >previously mentioned methods.
> 
> The benefit of texture_map is that you can vary the finish, too. No
> need to explain why one would want that to model rust :)
> 
> Peter Popov
> ICQ: 15002700

Because rust never sleeps !

-- 
Ken Tyler

See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


Post a reply to this message

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