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Bob H. wrote:
> "Daniel Matthews" <lig### [at] bigpondnetau> wrote in message
> news:182### [at] 3-enet...
>> Bob H. wrote:
>> >
>> > A gradient layered texture would do that, somewhat anyway.
>>
>> Have you an example or a URL for such a method?
>> I am still learning to translate into POV. :o)
>
> // dirt accumulation texture example
>
> light_source { <0, 100, -50>, 1 }
>
> camera {
> location <0, 1, -10>
> look_at 0
> }
>
> #declare CSG=
> union{
> difference{
> plane {-z,0}
> cone {<0,0,-0.1>,5,<0,0,2>,2.5}
> }
> cone {<0,0,2>,2.51,<0,0,0>,0}
> texture {
> pigment{rgb<1,1,1>}
> finish {ambient 0.5 diffuse 0.5 specular 0.1 roughness
> 0.1} }
> texture {
> pigment{gradient z turbulence 0.1
> color_map {
> [0 color rgbf 1]
> [0.75 color rgbf <0.7,0.67,0.6,1>]
> [0.9 color rgbf <0.7,0.67,0.6,0.75>]
> [1 color rgbf <0.7,0.67,0.6,0.5>]
> } scallop_wave scale 4 translate z/4
> }
> finish {diffuse 0.3 specular 0.05 roughness 0.15}
> }
> }
>
> object {CSG rotate <0,45,0>}
Thanks I will have a play with that. I gather that any detail that is cut
to a certain depth exposes a darker part of the pigment, thus emulating
dirt accumulation in all grooves of sufficient depth.
The problem is that grime deposits are normal variance dependent.
How can I have a texture in POV that is dependent on a calculation
involving it's normal in relation to surrounding normal values?
Must I use POVMan and a renderman style shader?
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