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Chris Huff wrote:
Implementing a finish map is be a bit more difficult than ordinary
> color, pigment or normal maps, or even texture maps, partly because it
> isn't mapping a single attribute, like color or normal. It would have to
> map reflection, ambient, diffuse, specular, phong, etc...the most
> flexible way would be to let you specify a pattern and spline for every
> attribute, the more consistent way would be to interpolate between
> entire finish statements.
> Also, for some things, it couldn't just interpolate between values, it
> would have to compute each finish and interpolate the results. It is
> certainly something that needs to be done, but it wuld be a lot easier
> to do after(or during) the C++ rewrite for 4.0.
And even easier to postpone since it can be worked around using texture_maps
:)
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