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Sure; glad to help. Here are the lights and the texture. This assumes that your
own square SEM model is lying flat horizontally, with the top surface exactly at
y=0 (and centered on the origin; but that's not critical.) Your own model might
not be the same size as mine (which is 1X1), so adjust the light distances and
the gradient y pigment scale if needed. BTW, the overall brightness will depend
on what assumed_gamma you use in your scene. (I used 2.2 for this test.)
// The lights...
light_source {
<0, 0, 0>
color rgb .7
area_light
<12, 0, 0> <0, 0, 12> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <-10, 7, 10>
}
light_source {
<0, 0, 0>
color rgb .9
area_light
<12, 0, 0> <0, 0, 12> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <10, 20, 10>
}
// The texture...
texture{
pigment{
gradient y
pigment_map{
[.01 // For the top surface only
average
pigment_map{
[1 rgb .16]
[1.5 bumps scale .003]
}
]
[.01 rgb .9] // immediately under the surface
[1 rgb .2]// for the indents
}
scale .039*<1,-1,1> // Adjust the multiplier so
// the bottom of your SEM indents don't start showing the repeating
// gradient y pattern. The -1 for y just 'flips' the gradient y, as
// I specified the colors going 'up', not down.
}
finish{ambient 0 diffuse 1} // You might want to add a
// little bit of ambient.
}
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