|
|
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.
Post a reply to this message
|
|