|
![](/i/fill.gif) |
Dan Connelly wrote:
>
> I had no problem seeing features.... but I suggest
> the following changes :
>
> 1. The map field is defined from y=0 to y=1. You want
> y=-1 to y=+1. Therefore you need to apply a translation
> and a scale.
oh, I didn't seem to notice that. The bumpmaps are pretty
ragged, so I didn't notice. Thanks.
> 2. specify a finish.
I found that
finish {
ambient .15
diffuse .5
phong .07
}
works pretty well.
> 3. Your filename is different than the one you posted (jbrp.0.pgm).
> This may be an issue.
you know, I was so excited to be posting the a newsgroup for the
first time in years I wasn't paying any attention. Sorry :-)
> 4. "interpolate 2" should almost always be used with bump maps
> to prevent pixellization artifacts.
I didn't seem to notice a lot of difference between interpolate 2
and interpolate 4, but I did notice the difference between 0 an {2,4}.
>
> Consider the following scene :
hrm...lemme quickly render and see...
wow, I commented out the translation line and I quickly
see what you mean about the map location! I didn't notice it
in mine because I rotated them about 45deg.
Now why did I put a "phong" shading in mine when I
should have been using "specular"...Hrm. It sharpens it quite
a bit. I like the effect when roughness in increased as well.
> http://www.flash.net/~djconnel/
--
# Jed Reynolds, mailto:jed### [at] surfsoft com http://www.surfsoft.com/~jed
# "...I've seen the old geeks talk to the young geeks, and they speak
# the same language. There's no age gap or anything." --Steve Wozniak
Post a reply to this message
|
![](/i/fill.gif) |