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The only way to do this is to use MegaPov. So you can use the
warp{reset_children} after warp{turbulence 0.2} and just the gradient
(in your example) will have turbulence but not the subtextures.
Look the MegaPov doc for more details.
Fabian.
>
> Hi,
>
> I'm trying to create a texture that will cover some parts of an object
> with one texture, and the rest of the object with another texture. To do
> this, I've written a texture using texture_map:
>
> #declare Mixed_t =
> texture {
> gradient <1,1>
> texture_map {
> [ 0 Texture1_t ]
> [ 0.5 Texture1_t ]
> [ 0.5 Texture2_t ]
> [ 1.0 Texture2_t ]
> }
> }
>
> This works fine, half the object gets Texture1_t, and the othe half
> Texture2_t.
>
> The problem is that I'd like to use turbulence to stir up the boundry
> between the 2 textures, without stiring up the 2 textures themselves
> (which already have the right ammount of turbulence).
>
> If I add turbulence...
>
> #declare Mixed_t =
> texture {
> gradient <1,1>
> turbulence 0.2
> texture_map {
> [ 0 Texture1_t ]
> [ 0.5 Texture1_t ]
> [ 0.5 Texture2_t ]
> [ 1.0 Texture2_t ]
> }
> }
>
> ... then it stirs up both textures as well as the boundry between them.
>
> Does anyone out there know how I could do this ?
>
> Thanks,
> Alun.
> (alu### [at] convergyscom)
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