General Category > Anim8or v0.98 Discussion Forum

Metal Materials.

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VBSmiles:
Thought I'd be generious and give out some metal materials for the new reflections. ;D Sorry I couldnt do it a simpler way  ::)

Just copy and paste into a new .an8

--- Code: ---header {
  version { "0.97d beta" }
  build { "2008.09.21" }
}
environment {
  grid { 1 10 50 50 }
  lighting {
    intensity { 1 }
    ambientintensity { 0.20000 }
  }
  framerate { 24 }
  film {
    size { 400 300 }
    ratio { 4 3 }
  }
}
object { "Steven's Metals"
  material { "Gold"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 244 212 127 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 244 212 127 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 244 212 127 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
  material { "Brass"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 237 185 49 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 237 185 49 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 237 185 49 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
  material { "Copper"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 223 90 33 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 223 90 33 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 223 90 33 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.60000 }
      }
      brilliance { 1.8 }
      phongsize { 0.60000 }
    }
  }
  material { "Silver"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 182 182 204 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 182 182 204 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 182 182 204 }
        factor { 1 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.50000 }
      }
      brilliance { 6 }
      phongsize { 3 }
    }
  }
  material { "Steel"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 224 224 224 }
      lockambiantdiffuse { }
      ambiant {
        rgb { 224 224 224 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 224 224 224 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.40000 }
      }
      brilliance { 2 }
      phongsize { 8 }
    }
  }
  material { "Alien Green"
    attribute { "specular" string "reflection" }
    surface {
      /* RGB chunk no longer used */
      rgb { 3 217 3 }
      ambiant {
        rgb { 1 104 1 }
        factor { 0.30000 }
      }
      diffuse {
        rgb { 3 217 3 }
        factor { 0.70000 }
      }
      specular {
        rgb { 255 255 255 }
        factor { 0.40000 }
      }
      brilliance { 10 }
      phongsize { 3 }
    }
  }
}
scene { "scene01"
  frames { 72 }
  groundgrid { 1 }
  shadowbias { 0.00100 }
  background { 153 153 153 }
  camera { "camera01"
    loc { (150 100 200) }
    orientation { (-0.04877 0.93733 -0.14632 -0.31244) }
    fov { 60 }
    number { 1 }
    controller { "active"
      track {
        booleankey { 0 0 "T" }
      }
    }
  }
}
--- End code ---

floyd86:
couldn't you just post the .an8 file? would be easier...

Edit: attached is the .an8 file

$imon:
Yea nice materials.. i made a test render as well.. the difference are a bit less evident in mine though.. I hope there will be more options soon like Fresnel reflections!

floyd86:
@ $imon: Was your image rendered in anim8or, if yes: did you used and HDRI map to make this kind of reflections?

$imon:
heh yea that was rendered in anim8or, an no HDRI maps are not supported (yet) unfortunately.. I made a big sphere with a cubemap on it around the scene, and have two white emissive blocks that make out the white reflections. Just some tricks to make it look like a HDRI, but of course since there is no GI it can never come close :P

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