POV-Ray : Newsgroups : povray.general : Specularity mapping : Re: Specularity mapping Server Time
16 Nov 2024 11:17:09 EST (-0500)
  Re: Specularity mapping  
From: Tim Glover
Date: 18 Aug 1998 12:28:26
Message: <35D99D71.7BAE@nettally.com>
Good idea, but...

I've considered this, but texture mapping is (like all textures in
POVRAY) a procedural thing.  It's got to conform to (some)
pre-determined mathematical formula.
What I'm looking for is more like a bump map, but instead of perturbing
the surface normals, the function perturbs the specularity.


Thanks anyways....

Tim G.

Ron Parker wrote:
> 
> On Tue, 18 Aug 1998 09:03:30 -0400, Tim Glover <tgl### [at] nettallycom> wrote:
> >Anybody got any good ideas about how to do specularity mapping within
> >POVRAY?  Since specularity is a "finish" function, it seems to be tired
> >to a particular texture.  I've got a couple of way-out ideas that MAY
> >work, but if there's a better way that I've overlooked, then I'd hate to
> >re-invent the wheel (using flint axes and duct-tape).
> 
> Try a down-to-earth texture map.


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