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Ahhh... I didn't realize that you were using layered textures. This behavior,
while not being desired, is not really a bug. The POV manual says that layered
textures do not behave exactly like textures stacked on top of each-other
(unfortunately). When POV computes layered textures, it determines a color
vector (RGBFT) for the pigment of each texture at that point, and combines them
by multiplying them together as follows:
Filter_Colour[RED] *= Layer_Pigment_Colour[RED];
Filter_Colour[GREEN] *= Layer_Pigment_Colour[GREEN];
Filter_Colour[BLUE] *= Layer_Pigment_Colour[BLUE];
Filter_Colour[FILTER] *= Layer_Pigment_Colour[FILTER];
Filter_Colour[TRANSM] *= Layer_Pigment_Colour[TRANSM];
Filter_Colour starts out at <1,1,1,1,1>. Then it computes one reflection and
one refraction based on the top layer's finish & normal.
Therefore, as Jerry pointed out, you'll want to keep the other filter values
from being zero. In your example, the resulting texture has the pigment:
<1,1,1,1,1> * <1,1,1,0,1> * <1,1,1,1,0> = <1,1,1,0,0>
start layer a layer b result
I hope this helps.
-Nathan Kopp
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