Povray Materials for Blend2Pov

Hi Motorsep,

here I used yer Rust and yer Chrome for a nice texture feature,
as you requested :wink:

#include “colors.inc”
#include “rad_def.inc”
#include “textures.inc”
#include “metals.inc”
#include “functions.inc”
#declare R=seed(3021);
#declare S = 100;
#declare use_blur=6; //(x8 = samples)
#declare use_norm=1;

#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

object {sphere{<-2,0,0>,2}
texture
{
pigment
{
wrinkles noise_generator 3
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 <0.9931, 0.4938, 0.0195>S
octaves 8
omega 0.7132
lambda 2.2602
frequency 0.7355
phase 1.22
poly_wave 1.013
warp
{
turbulence <1.668, 1.522, 2.948>S
octaves 10
omega 0.647
lambda 2.035
}
}
normal
{
wrinkles, 1000
scale 0.5
S
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 0.2
diffuse 0.45
specular .1
roughness 0.5
crand 0.015
}
}
}

#declare Tex1= texture{
pigment
{
wrinkles noise_generator 3
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 <0.9931, 0.4938, 0.0195>S
octaves 8
omega 0.7132
lambda 2.2602
frequency 0.7355
phase 1.22
poly_wave 1.013
warp
{
turbulence <1.668, 1.522, 2.948>S
octaves 10
omega 0.647
lambda 2.035
}
}
normal
{
wrinkles, 1000
scale 0.5
S
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 0.2
diffuse 0.45
specular .1
roughness 0.5
crand 0.015
}
}
;

#declare Tex2= blur(texture {
pigment { rgb <0.2, 0.2, 0.2> }
finish {
ambient 0.1
diffuse 0.7
brilliance 5.0
reflection 0.6
phong 0.8
phong_size 120
}
},.5,.005);

#declare Tex3= blur(texture{Polished_Chrome},.5,.005);

object {sphere{<2,0,0>,2}
texture
{
bozo
texture_map {
[0.0 Tex3]
[0.3 Tex3]
[0.5 Tex2]
[0.7 Tex1]
}
}
}
object{box{<-8,-2,-8>,8} texture{pigment{checker color Gray90 color Gray10 scale 50}} }
light_source { <-1,5.90386,-5.96503> rgb <1,1,1> fade_distance 30 area_light <5, 0, 0>, <0, 0, 5>, 5, 5
adaptive 1
jitter
}
background { color rgb <0.0565629,0.220815,0.4>}
camera { perspective angle 49.1343 location <7.55956,5.15598,-6.56038> right 1.33333*x sky <-0.31737,0.895343,0.312469> look_at <6.9047,4.71073,-5.94971>}
global_settings { max_trace_level 30 assumed_gamma 1 radiosity { Rad_Settings(Radiosity_Fast, off, off)}}

Regards,

Thorsten

Dude, I appreciate your attempt, but i doesn’t work in Povray, neither in Megapov :frowning:

#macro blur(b_texture,b_depth,b_scale) - This line is being highlighted yellow and on the bottom in the status bar it says: “Parse Error:Expected ‘undeclared identifier’, blur found instead”

So it doesn’t want to be rendered :confused:

Would you please include image to see how is that code going to look like after rendering please? :slight_smile:

:eek:

:eek:

Weird, it´s … your code from the previous page…
could you do me a favour and just copy your blur macro from you file and replace mine(which is yours by the way…)…and try it?
I had a similar frikkin problem 4 days ago and my installation was corrupted somehow, after reinstalling it everything was fine again! :rolleyes:

here is the file : http://rapidshare.de/files/20428775/Exp.pov.html

Oh… not to forget here is the render for everyone pleasure,

http://img95.imageshack.us/img95/4430/materialdemo13ge.png

this layering texture is just a small example of what I did here

http://img103.imageshack.us/img103/4813/wasserhahn4uj.jpg

where I used a 3 layers with 6 mixing textures,

Regards,

Thor

Hi here are some other tests:

http://img456.imageshack.us/img456/7574/rustandmedialight4dj.jpg

and with no light

http://img526.imageshack.us/img526/7724/rustandmedianolight9wb.jpg

Regards,

Thor

Hmm… That’s very interesting!
Would you like to try a little challenge?
Following materials would be nice to have:

  1. Leather
  2. Silk
  3. Cotton
  4. tulle (fishnet style curtains)
  5. translucent curtains (with SSS)
  6. carpet
  7. Plush
  8. Car paint
  9. Sand
  10. Ice (like ice cubes)
  11. Ice (like iceberg)
  12. Snow
  13. Lava
  14. Fur
  15. Hair
  16. Translucent silicone (just like in I, Robot)

Those would be nice to have :smiley:

Maybe in some way, RCRuiz can make a script or something in blend2pov, to paste the code necesary when we need a good material pushing a button or menu list.

Like a library of povray materials. :smiley:

It will be nice to have a pluging material that can accept pov code . . . let me think about it

Un Saludo

Dear motorsep

I love your Chrome sphere. To be honest, I thought the blurred reflection version was glass to begin with. The thing that really intrigues me is how you created the fantastic pumice/lava flagstones that the sphere is resting on. I have tried everything to recreate this texture, including a sphere macro that creates an imprint, and various other failed attempts. Is there are any way you could show me, how the pumice texture is created?

Thanks in advance…

Charlie

Motorsep, this is as close as I could get to your sphere. I am afraid my version is a poor attempt. I cannot work out how you managed to get such a fantastic texture on the floor tiles. The detail on the grouting between your tiles is superb. Infact, your floor tiles are the most photo realistic example, I have ever seen. I was hoping you might be able to show me the code for the tiles . Also, my pseudo HDRI image is not as good as your one, either. It is 2AM in the morning in the UK, and I give up. Anyway here is my image.

http://www.cdesign.me.uk/orb.jpg

Dear Motorsep

I am a dumbass! I suddenly realised that you must have used an image_map for the floor tiling, unless you spent months on detail with primitives & textures. I have found some nice images of travertine. I will post the result up later…

Charlie

Dear motorsep

I have managed to find an image map for the floor tiles, but my sphere still looks more like a pearl. Your micronomial sphere has a wonderful glassy look. I tried using your finish{} settings, but my sphere went really dark. Here is my code & render:

// Vers: POV-Ray for Windows v3.6
// Desc: Glass orb with image mapped floor tiles
// Date: 02/05/2009
// Auth: Charles Robertson

#version 3.1;
#include “colors.inc”
#include “textures.inc”
#include “metals.inc”
#include “transforms.inc”

global_settings{noise_generator 2}

// ---------------------------------------- Environment

camera{location <0,1.5,-1> look_at <0.0,0.5,0.0>} // default aspect
sky_sphere {pigment{image_map{jpeg “background2.jpg” once map_type 1 interpolate 4} scale 0.05 rotate <0,90,0> translate <0,0,0>}}

light_source {<0, 100, 100> color rgb <0.6,0.8,1> area_light <80, 0, 80> <80, 0, 80> 5,5 adaptive 1 jitter orient circular}
light_source {<-100, 60, 100> color rgb <0.6,0.8,1> area_light <80, 0, 80> <80, 0, 80> 5,5 adaptive 1 jitter orient circular}

#declare BlurAmount = 0.1; // Amount of blurring
#declare BlurSamples = 17; // How many rays to shoot

// ---------------------------------------- Orb

#declare orb_normal = union{
sphere{<0,0,0> 0.5 hollow translate <0,0.5,0>}
interior {ior 2.5}
texture {average texture_map {#declare Ind = 0;#declare S = seed(0);#while(Ind < BlurSamples) [1 pigment {color rgb <0.91, 0.95, 1>} finish {ambient 0.2 brilliance 6 diffuse 0.7 metallic specular 0.15
phong_size 300 roughness 1/120 reflection 0.8} normal {bumps BlurAmount translate <rand(S),rand(S),rand(S)>*10 scale 100}] #declare Ind = Ind+1;#end}}
}

#declare orb = union{
object{orb_normal}
}

// ---------------------------------------- Miscellaneous

#declare floorTiles = union{
box{<-4.5,0.036,-4.5>,<4.5,0,4.5> translate <-0.375,0,1.125>}
texture{pigment{image_map{jpeg “travertineTile5PSD.jpg” map_type 0 interpolate 4} scale 1 rotate <90,0,0> translate <0,0,0>} }
}

#declare floorArea = union{
object{floorTiles}
}

// ---------------------------------------- Orb scene

#declare orb_scene = union{
object{floorArea Rotate_Around_Trans(<0,22.5,0>,<0,0,0>) scale 1.5}
object{orb scale 0.75}
}

object {orb_scene Rotate_Around_Trans(<0,0,0>,<0,0.825,0>) Rotate_Around_Trans(<0,0,0>,<0,0,0>) translate <0,0,0> scale 1}

http://www.cdesign.me.uk/glassOrbImageMap.jpg