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Thank you! Between you and Tek, I'll have enough things to figure out, to
keep me busy for awhile. If only I didn't have to work and could play at
this stuff all the time. Of course then I couldn't afford a computer,
hehe.
"Dan P" <dan### [at] yahoocom> wrote in message
news:40418bde@news.povray.org...
> "Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
> news:40418355@news.povray.org...
> > Thanks for the suggestions. I'm not that experienced with POV though so
> I'm
> > not sure exactly how to implement your ideas. The materials always
seem
> to
> > be one of my biggest problems. I obviously need some tutoring in making
> > good materials. How would I "average in a wrinkles pigment" on the
label.
>
> Averaging pigments together is a very powerful too. To average pigments
> together, use a "pigment_map" and a map type of "average". The following
> code creates a plasma effect by averaging three pigments together. Note
that
> the "weight" of pigment for each is "1". Because there are three averaged
> together, in order to get a value of "1.0" for full color, I have to use
"3"
> for the color value (3 times the amount of 1):
>
> plane
> {
> z, 1
>
> pigment
> {
> average
>
> pigment_map
> {
> [ 1 wrinkles
>
> color_map
> {
> [0 rgb <0, 0, 0> ]
> [1 rgb <3, 0, 0> ]
> }
> ]
>
>
> [ 1 wrinkles
>
> color_map
> {
> [0 rgb <0, 0, 0> ]
> [1 rgb <0, 3, 0> ]
> }
>
> translate 0.5
> ]
>
> [ 1 wrinkles
>
> color_map
> {
> [0 rgb <0, 0, 0> ]
> [1 rgb <0, 0, 3> ]
> }
>
> translate -0.5
> ]
> }
> }
>
> finish { ambient 1 }
> }
>
> > Even more mysterious to me is the "subsurface scattering" that both you
> and
> > Tek suggest. Here is the outside surface of the cheese, the 'sliced'
> > surfaces and bubbles are the same but without the normal. How would I
put
> > in subsurface scattering?
>
> I'd like to know too -- I haven't advanced to the point of being able to
do
> that. Tek knows more about that stuff than I. There is this really great
> animation out there that shows subsurface scattering -- it was this marble
> pyramid people were talking about a while back that was really something.
> The code to that pyramid would really advance our understanding.
Christopher
> Huff is also amazingly knowledgeable about densities and the like.
>
>
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