Povray Materials for Blend2Pov

Here we go. New thread for Povray materials that can be used along with Blend2Pov. I am going to post my latest torturing of micronormals in Povray :slight_smile:
C & C are welcome (with advice how to fix what you think has to be fixed :stuck_out_tongue: )

Blurry reflection with no grain (can’t remeber rendering time, I bet it was around 20-40 min) :

http://img117.imageshack.us/img117/2918/blurred54lh.jpg

Blurry reflection with grain (58 min 16 sec of rendering time on P4 1.4GHz 512 Mb PC-133 RAM) :

http://img66.imageshack.us/img66/696/blurred61gz.jpg

And regular chrome material for comparison:

http://img111.imageshack.us/img111/7756/chrome41tu.jpg

Blurry reflection with grain (58 min 16 sec of rendering time on P4 1.4GHz 512 Mb PC-133 RAM)

:eek:

Anyways,this looks promising. :slight_smile:

Thanks MisterBubbles :slight_smile:

I think it should be interesting to share knowledge about povray’s materials…so may be you should add the code for these materials…?

yep . . could you please add the code?

Here we go :slight_smile:

//************
// pseudo HDRI material
//************

env
pigment {
image_map {
// your angular image
jpeg “C:\Blender\Textures\piscine.jpg”
map_type 1
once
interpolate 4
}
}
finish {
ambient 1
1.5
diffuse 0.1
}
no_image

//************
// End of pseudo HDRI material
//************

//********
// Chrome
//********

*chrome
#declare ChromeMat =
pigment { color rgb <0.20, 0.20, 0.20> }
finish {
ambient 0.01
brilliance 5
diffuse 0.223
metallic
specular 1
roughness 1/100
reflection {
0.2, 1
fresnel on
}
}

interior {
ior 2.5
}

//********
// End of Chrome
//********

//*******************
// Chrome with micronormals
//*******************

*b_chrome
#declare BlurAmount = 0.1; // Amount of blurring
#declare BlurSamples = 17; // How many rays to shoot
#declare Ind = 0;
#declare S = seed(0);

interior {
ior 2.5
}

texture{
average
texture_map
{
#while (Ind < BlurSamples)
[1 // The pigment of the object:
pigment { color rgb <0.20, 0.20, 0.20> }
// The surface finish:
finish {
ambient 0.01
brilliance 5
diffuse 0.223
metallic
specular 1
roughness 1/100
reflection {
0.3, 0.85
fresnel on
}
}
// This is the actual trick:
normal
{ bumps BlurAmount
translate <rand(S),rand(S),rand(S)>*10
// scale 100 provides blurry and non-grainy reflections
// scale 0.001 provides grainy reflections
scale 0.001
}
]
#declare Ind = Ind+1;
#end
}
}

//*******************
// End of Chrome with micronormals
//*******************

Whats a Povray?

in simple terms a renderer http://www.povray.org/

Let me guess like “Indgo” it will not work on a MAC.
Well nevermind it does have a mac version.
Thanks

Thanks motorsep :smiley:

so you have to post everything that cross your mind?

My brain iz frozen I guess :confused:
Jaime Vives Piqueres shared his version of brurred reflections with me, but I am having hard time adopting it for Blend2Pov :confused:
Can somebody help me please? Here is material code from .pov file provided by Jaime:

// *** standard includes ***
#include “colors.inc”
#include “textures.inc”
#include “metals.inc”
#include “functions.inc”

// *** control center ***
#declare use_blur=6; //(x8 = samples)
#declare use_norm=1;

// *** global settings ***
global_settings{
max_trace_level 6
noise_generator 2
// ambient_light 0.0
assumed_gamma 1
// radiosity{}
}

// *********************
// *** BRUSHED METAL ***
// *********************
#macro blur(b_texture,b_depth,b_scale)
#local t_base=
texture{
b_texture
#if (use_norm)
normal{
crackle -b_depth
scale b_scale
}
#end
translate 10000
}
#local dummy=0;

texture{
average
texture_map{
[1 t_base rotate 45y]
[1 t_base rotate 45
x]
[1 t_base rotate 45*z]
}
}

#end

Thanks.

EDIT: Actually here is full code for those who need it to see results and to play with it (I hope Jaime Vives Piqueres will not get upset with me :stuck_out_tongue: )

/*
“Micronormals” trick, version 2.

A method to obtain blurred reflections. It tries to imitate the
microstructure of surfaces, averaging very small normals. These
normals are specially crafted to have always the same look and
effect, regardles of the surface orientation. As this method alone
obtains really grainy textures, it uses later the famous trick
of averaged reflections, using some copies of the “micronormals”
texture. Anyhow, it stills looks grainy, but at an acceptable
level.

Warning! This method is extremely slow!!! It needs high quality
antialias settings (>= +a0.0 +r6), or many focal_blur samples (>=50).


Jaime Vives Piqueres

[email protected]
http://www.ignorancia.org

*/

#version 3.5;

// *** standard includes ***
#include “colors.inc”
#include “textures.inc”
#include “metals.inc”
#include “functions.inc”

// *** control center ***
#declare use_blur=6; //(x8 = samples)
#declare use_norm=1;

// *** global settings ***
global_settings{
max_trace_level 6
noise_generator 2
// ambient_light 0.0
assumed_gamma 1
// radiosity{}
}

// *********************
// *** BRUSHED METAL ***
// *********************
#macro blur(b_texture,b_depth,b_scale)
#local t_base=
texture{
b_texture
#if (use_norm)
normal{
crackle -b_depth
scale b_scale
}
#end
translate 10000
}
#local dummy=0;

texture{
average
texture_map{
[1 t_base rotate 45y]
[1 t_base rotate 45
x]
[1 t_base rotate 45*z]
}
}

#end

// ********************
// *** test objects ***
// ********************
#declare t_chrome=
blur(
texture{Polished_Chrome},.5,.005
)
blob{threshold .5
sphere{0,.6,1}
sphere{0,.2,1 translate <.5,0,0>}
sphere{0,.2,1 translate <-.5,0,0>}
sphere{0,.2,1 translate <0,.5,0>}
sphere{0,.2,1 translate <0,0,.5>}
sphere{0,.2,1 translate <0,0,-.5>}
scale 2.4
texture{t_chrome}
rotate 40*y
translate <0,80.8,0>
}

// *****************
// *** test room ***
// *****************
// - main room -
#declare t_deco=
texture{
pigment{brick}
}
box{-.5,.5
hollow
scale <500,250,500>
texture{pigment{White}}
translate 125y
}
// - floor -
plane{y,0.1
hollow
pigment{checker color Gray90 color Gray10 scale 50}
}
// - ceil -
plane{y,250-0.1
hollow
pigment{White}
}
// - table -
box{-.5,.5
scale <24,.05,24>
texture{t_deco}
translate 80
y
}

// **************
// *** camera ***
// **************
#declare cl=<-4,92,-28>;
#declare la=<-.1,81,0>;
camera{
location cl
direction 10z
look_at la
#if (use_blur)
focal_point cl
aperture 1/100000
blur_samples 8
use_blur
variance .000001
confidence .999999
#end
}

// *** LIGHTS ***
#declare r_l=seed(115);
union{
light_source{
<(-245+490rand(r_l)),(120+129rand(r_l)),(-245+490rand(r_l))>
(White
.75+SummerSky*.25)5
fade_distance 100
fade_power 2
}
}
union{
light_source{
<(-245+490
rand(r_l)),(120+129rand(r_l)),(-245+490rand(r_l))>
Gold*5
fade_distance 100
fade_power 2
}
}

Latest incarnation of blurred reflections… C & C please.

http://img178.imageshack.us/img178/9044/blurred83qj.jpg

P.S. I am still not satisfied with the way it looks :frowning:

Ohhh cool, it’s getting better! I’m surprised it doesnt need huge aounts of aa samples to look good :wink:

Thanks ZanQdo :slight_smile:
Maybe that’s why I don’t really like it :stuck_out_tongue:
Next render I will turn off Auto AA and manually set higher AA settings…
Rendering just takes forever on my old PC :frowning:

There is a neon material:

http://img207.imageshack.us/img207/4892/neon15wb.jpg

Here is a code:

*glow
texture {
pigment {
color rgb <0,1,0,0>
}
finish {
diffuse 1
specular 0.6
ambient 7
roughness 1/300
}
}
interior {
media {
confidence 0.0001 variance 1 emission rgb <0,10,0>
}
}

Now I need halo around that cube. Can anybody help me with that please?

Hi motorsep,

have a look at this maybe it helps:

box { <4,-2,4>, <-4,-2,-4> pigment { rgb 1 } finish { ambient .5 diffuse .25 } }
#declare a=sphere{0,1 texture {
pigment {
color rgb <1,1,1>
}
pigment { rgbf <1,1,1,1> }
finish { specular 5 metallic} }
}

camera { location <0,0,-5> }
#include “rad_def.inc”
global_settings { max_trace_level 5 assumed_gamma 1 radiosity { Rad_Settings(Radiosity_OutdoorLight, on, off)}}

light_source { 0*x color rgb <1,0.75,0> looks_like { a } }

regards,

Thor

hope im not imposing myself but I just wanted to add that yafray can do something like that too with some XML editing. Heres one for comparasing (I didn’t have your textures so it’s a crude try to emulate yours:o)
rendertime: 2m18.130s on a 2300mhz AMD.

nevermind :slight_smile:

I need a glass material, is possible ?
Thank you.

It’s been a while since my last post :slight_smile:
Here is natural looking rusty material:

http://img118.imageshack.us/img118/9200/rust3hgearbox5lc.jpg

Here is the code for PovInit:

#version unofficial MegaPov 1.21
#include “functions.inc”
#include “metals.inc”
global_settings {
noise_generator 3
assumed_gamma 2.2
}

Here is PovMat code:

*rust
#declare S = 100;
texture
{
pigment
{
wrinkles
color_map
{
// [ 0.0 rgbft <0.827451, 0.4, 0.113725, 0.0, 0.0> ]
[ 0.291815 rgbft <0.705882, 0.329412, 0.141176, 0.0, 0.0> ]
[ 0.569395 rgbft <0.929412, 0.490196, 0.207843, 0.0, 0.0> ]
// [ 0.761566 rgbft <0.729412, 0.462745, 0.207843, 0.0, 0.0> ]

[0.761566 color rgb <0.87451, 0.380392, 0.082353>]
[ 0.857651 rgbft <0.611765, 0.470588, 0.266667, 0.0, 0.0> ]
[ 1.0 rgbft <0.752941, 0.447059, 0.188235, 0.0, 0.0> ]

        }
        turbulence &lt;0.9931, 0.4938, 0.0195&gt;*S
        octaves 8
        omega 0.7132
        lambda 2.2602
        frequency 0.7355
        phase 1.22
        poly_wave 1.013
        warp
        {
           turbulence &lt;1.668, 1.522, 2.948&gt;*S
           octaves 10
           omega 0.647
           lambda 2.035
        }
     }      
     normal
     {
        wrinkles, 1000

scale 0.5S
normal_map
{
[0.3
granite , 0.85
scale 0.2
S
]
[1.0
bumps , 1.2
scale .7*S
]
}
warp
{
turbulence <1.668, 1.522, 2.948>*S
octaves 10
omega 0.647
lambda 2.035
}
}
finish
{
ambient 0
diffuse 0.45
specular .1
roughness 0.5
crand 0.015
}
}