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Lutz Kretzschmar <lut### [at] stmuc com> wrote in message
news:37e8c3f4.32384556@194.174.214.110...
Hi Lutz,
could you please tell me how to copy this material into my textlib files?
Thank you
Steven
> Hi Ken,
>
> this is the resulting image for the candle code, a screenshot of
> Moray's Material Editor with the texture and the material in Moray's
> Material Library format.
>
> This is the verbatim copy of the material that Moray exported:
>
> #declare FlameTexture =
> material // FlameTexture
>
> texture
>
> pigment
> {
> color rgbt <1.0, 1.0, 1.0, 1.0>
> }
> }
> interior
> {
> media
> {
> intervals 20
> confidence 0.999
> variance 1.0/100.0
> emission rgb <1.0, 1.0, 1.0>
> scattering
> {
> 1 , rgb <0.01, 0.01, 0.01> // isotropic scattering
> }
> density
> {
> spherical
> color_map
> {
> [ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
> [ 1.0 rgbft <5.0, 3.0, 0.0, 0.0, 0.0> ]
> }
> turbulence 0.4
> lambda 1.0
> cubic_wave
> scale <0.8, 1.0, 0.8>
> }
> density
> {
> gradient y
> color_map
> {
> [ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
> [ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
> }
> cubic_wave
> translate 1.0 * y
> }
> density
> {
> gradient y
> color_map
> {
> [ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
> [ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
> }
> poly_wave 0.5
> }
> }
> }
> }
>
> Granted, it doesn't parse as fast as your obfuscated POV code.....
> relax, just kidding <g> (about the obfuscated).
>
> I did have to look at the POV-Ray docs to figure out what your code
> was doing in two places<G>.
>
> And you did help me to discover one bug related to reloading a texture
> from file with out-of-range values. Thanks!
>
> - Lutz
> email : lut### [at] stmuc com
> Web : http://www.stmuc.com/moray
>
>
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