"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:42dabb42@news.povray.org...
> I've always preferred using an inverted granite pattern---8<---
>
> //moon
> light_source { <-1,1,-1>*1000, rgb 1 }
>
> sphere {
> z*3, 1
> pigment { rgb 1 }
> finish { diffuse 1 ambient 0 }
> normal {
> pigment_pattern { granite } -.2
> accuracy 1/5000
> }
> }
Hadn't seen it done that way before.
I did use a small scale negative granite normal on the topmost layer, it
just isn't very obvious. I realize now I overlooked adding a no_bump_scale
keyword to prevent the depth from scaling after applying it to the
asteroids, which were then scaled. Of course that meant readjusting the
normals.
Attaching the changed (rescaled textures) image here.
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