This image illustrates a 'dust' texture I developed for my image in the
Worship round (tgq1984) of the IRTC. Obviously the image on the left has
the dust applied while the one on the right does not. The dust texture was
made using the MegaPOV slope pattern.
-tgq
""Bob H." <omn### [at] msncom> wrote in message
news:3b8ae83d@news.povray.org...
> "Daniel Matthews" <lig### [at] bigpondnetau> wrote in message
> news:128### [at] 3-enet...
> >
> > Thanks I will have a play with that. I gather that any detail that is
cut
> > to a certain depth exposes a darker part of the pigment, thus emulating
> > dirt accumulation in all grooves of sufficient depth.
>
> Yep, it's just a simple layered texture trick.
>
> > The problem is that grime deposits are normal variance dependent.
> > How can I have a texture in POV that is dependent on a calculation
> > involving it's normal in relation to surrounding normal values?
> >
> > Must I use POVMan and a renderman style shader?
>
> Since I'm almost positive official POV-Ray 3.1 has no ability to follow
only
> normals with patterns in any way that's probably a safe bet. I just never
> have used POVMan. Although... MegaPOV does have a surface slope pigment
> pattern, and also a post_process which can follow surface contours. Has
> trace() too.
> BTW, I kind of lost track whether that bas relief remained as normals only
> or were turned to CSG. If only normals I'm uncertain if MegaPOV alone
could
> do anything then.
> Anyone might know better than I do anyhow.
>
> Bob H.
>
>
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