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Op 1-4-2024 om 19:20 schreef Chris R:
> I will start with the parsing errors I ran into with my initial transformation.
>
First comment:
I think that the necessity to explicitly /declare/ the texture of the
Crand() macro comes from the fact that the material{} envelop has been
dropped. So, it seems that in order to enable the layered texture built,
the Crand() macro needs to be put /inside/ a texture declaration, as you
did.
Second comment:
Your macro version works fine but you can simplify the output in the
following way. Instead of:
> #macro DakotaRedGranite(CSC, Pol, Typ, Pat1, Pat2, Blend, SS)
> #local _m = material {
> texture { DakotaRedGranite_texture(CSC, Pol, Typ, Pat1,
> Pat2, Blend, SS) }
> interior { ior 1.6 }
> }
>
> _m
> #end
>
you can simply write:
#macro DakotaRedGranite(CSC, Pol, Typ, Pat1, Pat2, Blend, SS)
texture { DakotaRedGranite_texture(CSC, Pol, Typ, Pat1, Pat2,
Blend, SS) }
#end
And then apply the macro in a scene, in the following way if you
need/want to wrap the texture in a material{} declaration:
// sample sphere
sphere { <0,0,0>, 1.00
material {
DakotaRedGranite (CSC, Pol, Typ, Pat1, Pat2, Blend, SS)
interior { ior 1.6 }
}
scale<1,1,1> rotate<0,0,0> translate<0,1.35,0>
} // end of sphere -----------------------------------
The macro returns a texture{} which can be then be used as such in any
scene.
Bill will note other issues or improvements I am sure. ;-)
--
Thomas
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