Hi Motorsep,
here I used yer Rust and yer Chrome for a nice texture feature,
as you requested
#include âcolors.incâ
#include ârad_def.incâ
#include âtextures.incâ
#include âmetals.incâ
#include âfunctions.incâ
#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 45x]
[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 0.5S
normal_map
{
[0.3
granite , 0.85
scale 0.2S
]
[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 0.5S
normal_map
{
[0.3
granite , 0.85
scale 0.2S
]
[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