Bob H. wrote:
>> A grime shader would bring out the detail in a natural looking way.
>> Basically the color should get darker on concave areas where there is a
>> large normal variance over a sampled area. You could limit this to
>> normals within a certain range of "up" if you with to simulate the
>> fallout of pollution collecting in surface details.
>>
>> Has anyone done this in POV yet?
>
> 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)
Post a reply to this message
|