General Category > Anim8or v0.98 Discussion Forum
Metal Materials.
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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