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I think I probably do things the other way round, think of a
nice texture then try to decide what type of object I can
put inside it. The current project that I'm working on
would be a good example of that, I wanted to make a
checkered texture on a coffee cup, (like some I've seen in
the real world), and then built a scene to show off my
layered texture. It'll be in P.B.I either today or tomorrow.
Ken wrote:
>
> Steve wrote:
> >
> > Yes Quick colour works well, I've been using it this week,
> > it's the kind of thing that you don't look for in the docs
> > because you don't think it exists.
>
> Coming from the older Pov v1.0 and v2.2 days along with operating on
> a 386 system the use of quick color is very well known to me. With the
> advent of later versions of the program and a much faster computer I
> seldom if ever find a need for it. I usually know what slows down a
> scene and can work around it without having to use the lower quality
> settings or by resorting to the quick color pigments. I think experience
> has a lot to do with it. I also generally don't have complicated textures
> in my scene until I have it's basic structure laid out. This helps
> with the time it takes in the early development stages.
>
> --
> Ken Tyler - 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
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