POV-Ray : Newsgroups : povray.general : Q: multple finishes in multiple layers : Re: Q: multple finishes in multiple layers Server Time
9 Aug 2024 11:27:54 EDT (-0400)
  Re: Q: multple finishes in multiple layers  
From: Gilles Tran
Date: 24 Jul 2000 14:05:27
Message: <397C8487.3B67911B@inapg.inra.fr>
ryan constantine wrote:

> i've got multiple layers on a texture of mine.  the bottom layer defines
> the main color of the object and is aluminum.  this should have its own
> finish.  the other layers have patches of blue and should have their own
> finish as they are more reflective.  then there is a small patch of the
> bottom color on one of my blue patches to cover part of it up.  the
> problem is that if i put a finish on each layer that needs one, they
> seem to add to the layers beneath so that the bottom layers is really
> bright and really shiny.  if i put the bottom finish on by itself, the
> aluminum has the right properties.  if i put the blue finish on top, the
> blue looks fine, but the aluminum is off.  of course, each blue layer
> has white with tranmit = 1.0 for the areas that are see-through.  any
> ideas how to get the finish right?

I agree with Bob that image_pattern in Megapov would be the good solution
for this.
Now, if you want to do it the really hard way, and if your primitives are
simple, you can turn your map into a pigment function to be used as a
displacement map (for isosurfaces of course). Then put your textures within
a gradient (if it's a plane) spherical (if it's a sphere) or cylindrical
pattern and tweak it so that they emerge where they're supposed to do. The
parts slightly below the surface will have the bottom texture and so on. You
can look at my R2D2, I mean fire hydrant for an example of this technique
(with usual patterns instead of maps).
http://www.mediaport.net/Artichaud/Tran/sources/gtsrce3e.htm

G.


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