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With the method I described both could be handled in the same manner. I
think it would also be easier to type.
translucence {
color <1, 1, 1>
}
or
translucence {
color_map {
[0 color rgb <1, 1, 1>]
[1 color rgb <1, 0, 0>]
}
}
or
translucence {
image_map {
tga "leaf.tga"
}
}
The default would be black, which would be double-illuminate off, and
anything other than that would turn it on. Clearly it would require a new
entity in texture, which some folks might not like, but I don't see how it
could be handled better, unless it was given an entry in finish like irid.
The image_map example also alludes to an important point. If UV mapping is
going to be in the next release of POV-Ray, it really should have texture
coordinates specified for image_maps, bump_maps, or any other maps within
those statements, and not part of an object's geometry. Texture
coordinates should be relative to the uv coordinates of a surface, not
redefine them, otherwise all maps can only be applied in one way.
-Mike
Chris Huff wrote:
> Well translucency is a great idea(one I had thought of and forgot), but
> I still think having control of double-illumination would be good. Both
> of them, not either-or.
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