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"[GDS|Entropy]" <gds-entropy AT hotmail DOT com> wrote:
> To all users:
>
> Please post your metal textures here.
> Once this inc file is done I will move to waters.inc, stones.inc, woods.inc,
> etc.. so you can go ahead and post those textures too if you want. Remember:
> radiosity compatibility. ;-)
>
> ian
Here's another rusty one ...
#declare radiosity_on = true;
#declare globalreflection =1;
#if (radiosity_on)
// radiosity (global illumination) settings
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated
(1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
assumed_gamma 1.0
}
#else
global_settings {
assumed_gamma 1.0
}
#end
#declare base = texture {
pigment { color rgb <0.91, 0.95, 0.91>*0.5}
normal {
wrinkles
normal_map {
[ 0.0 granite 0.00 scale 0.001]
[ 0.2 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]
[ 0.4 granite 0.0 ]
[ 0.62 granite 0.05 turbulence 0.5 scale 0.005]
[ 0.9 granite 0.0 ]
[ 1.0 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 final= texture {
wrinkles
texture_map {
[0 base]
[0.1 base]
[0.1 tex2 scale 0.005]
[0.11 tex2 scale 0.005]
[0.12 base]
[0.5 base]
[0.7 tex2 scale 0.05]
} scale 0.2 turbulence 0.5
}
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Attachments:
Download 'metaltex.png' (216 KB)
Preview of image 'metaltex.png'
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