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Since I got these OSB virus in my brain I could'nt sleep well. Here is the
result of my texture sickness.
//=================================================================
// OSB - Chipboard Texture Generator (jk_osb_texture.pov)
//
// Run with +kff10000 and let the random generator do the work.
//
// Author: Kontemplator
//
// Date: 02/2018
//
//=================================================================
#version 3.7;
global_settings {assumed_gamma 1.0}
#declare R1 = seed(frame_number);
// replace frame_number with a pleasant value
#declare Text = concat("R1 = seed(",str(frame_number,0,0),")")
text { ttf "arial.ttf",Text , 0.02, 0.0
pigment{rgb 1}
scale<1,1.25,1>/10
translate<-2,1,-.06 >
}
#declare OSB_Colors = spline {
linear_spline
1/16 ,<58,36,17>/255 ,
2/16 ,<136,119,91>/255 ,
3/16 ,<98,77,50>/255 ,
4/16 ,<174,161,137>/255 ,
5/16 ,<106,85,64>/255 ,
6/16 ,<147,129,110>/255 ,
7/16 ,<118,99,71>/255 ,
7/16 ,<109,90,56>/255 ,
9/16 ,<149,133,102>/255 ,
10/16 ,<190,182,167>/255 ,
11/16 ,<77,55,27>/255 ,
12/16 ,<156,141,116>/255 ,
13/16 ,<177,169,155>/255 ,
14/16 ,<83,60,38>/255 ,
15/16 ,<126,106,86>/255 ,
16/16 ,<165,151,133>/255
}
//--------------------------------------
#macro OSB_Crackle(Brightness)
#local C_0 = srgb OSB_Colors(rand(R1))*Brightness;
#local C_1 = srgb OSB_Colors(rand(R1))*Brightness;
#local C_2 = srgb OSB_Colors(rand(R1))*Brightness;
function {int(abs(sin(x+2*y+3*z)*2.5))}
color_map { [0.0 C_0 ]
[0.5 C_1 ]
[1.0 C_2 ]
}
scale rand(R1)/7
turbulence .2
#end
//---------------------------------------
#declare T_Chip =
texture { crackle scale .05
turbulence 1
texture_map {
#for (I,0,1,.2)
[ I pigment { OSB_Crackle(1.2)} ]
#end
}
scale <1,2,1> *3
}
//-------------------------------------
camera { angle 50
location <0.0, 0.0, -5.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
//-------------------------------------
light_source { <100, 100, -400>
color srgb 1
}
box {-1,1 scale <3,2,.05> texture{T_Chip} }
//== EOF ==========
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