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"Greg M. Johnson" wrote:
>
> [...]
> I'd really like to have, as I said,
> texture{
> gradient y
> texture_map{
> [ n1 Texture_1]
> [ n2 Texture_1]
> [ n3 Texture_2]
> [ n4 Texture_2]
> }
> }
>
> Where Texture_1 contains normal{bumps}.
>
> If I use a slope map, I assume I have the following problems:
> 1. I have to break normal out of the texture_map and instead use pigment_map
> and a normal_map: more typing .
> 2. I'm frequently a adjusting n1,n2,n3.. etc. to get the right look: more
> editing in two or three places each time, depending on how I set it up.
> 3. I don't understand a slope_map when I just want it all to be "down", or
> like in the color_map, all black.
> Is the suggestion that I define Texture_2 as:
>
> #declare Texture_2=texture{
> pigment{rgb ....
> finish{ rgb ...
> normal {
> gradient x
> slope_map {
> [0 <-1, 0>]
> [1 <-1,0>]
> }
> }
> }
>
I'm no expert in this stuff, but i think in this case it would suffice to
declare one normal like:
normal{
gradient y
normal_map{
[ n1 bumps 0]
[ n2 bumps 0]
[ n3 bumps 1]
[ n4 bumps 1]
}
}
And use it in all textures of the texture_map.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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