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"David Fontaine" <dav### [at] faricynet> wrote in message
news:3899FE33.E4BE4D41@faricy.net...
| What is a 'skin texture'? Can't you just use a normal?
Just means it's surface-only, as all textures usually are. Can also stand for
uv-mapped texture I believe. I'd think that a 'normal_map' or similar would be
all you could do in the official POV-Ray, unless layering planes, however
there's a good chance that what you want to do can be done using unofficial
MegaPov 0.4 [http://nathan.kopp.com/download.htm] 'isosurface' as plane with a
pigment function since it isn't as limiting as HF in it's structure but then you
can't use a slope-based texture. So it's a decision to make there.
Examples can be found in the povray.text.scene-files group I think and in the
HTML or Help files, also check out Samuel Benges' isosurface tutorials:
http://members.aol.com/stbenge/ or How to Make a Moon:
http://www.xenoarch.com/tutorials/moon.html
Bob
<<
I have created a pretty swanky texture which simulates how a desert or
river-bed dries and crackles up. However, it is a skin texture (which I
have applied to a plane): and where the cracks are, you can see through
it. What I am trying to achieve are extruded segments, so that the
surface has depth.
As far as I know, all POV textures are skin textures - so, whatever
transformations I do to them, I assume that they will always remain as
skin textures (i.e. although I have it on a plane, a 2D surface;
applying it to a huge cube, and transforming the texture so it has depth
in the appropriate axis won't do me much good). I tried doing the
upside-down ground fog trick (underneath a hollow plane), but that
didn't work at all.
Other than using a height map (which is just kinda inconvenient for the
scale I'm talking about), I can't think of anyway to do this... Does
anyone have any suggestions?
Thanks :^)
Chris Harrison
http://www.ChrisHarrison.co.uk/
>>
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