|
![](/i/fill.gif) |
If you're using megapov, you could #declare a pigment to be used as a normal,
like so:
#Cracks=
function{
pigment{ spherical
pigment_map{
[0 rgb 1]
[1 crackle color_map{[0 rgb 0][.5 rgb 1]}]
}
}
}
#object{ Headstone pigment{rgb 1}normal{function Cracks} }
This should make the cracks start from a center point, and then become just flat
further out. Just a simple idea that can be expanded on.
Darcy Johnston wrote:
> Does anyone know of a way to create a cracked texture. Not a lot of cracks,
> just one or two that stem from the same original. I'm trying to create a
> headstone, and will need to add some cracks and some chipping. I figured I
> could do the chipping with height fields or something like that, but I'm not
> sure what might be the best way to handle the cracks.
>
> Any help/ideas/code would be appreciated,
> Thanks,
> Darcy
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
![](/i/fill.gif) |