well , one way is to create your MouldedLook texture and Cracks texture
separatley ..
Then use an average statement by pounding your texture .. this is done like
that
Texture {average
texture_map {
[weight_texture1 MouldedLook]
[weight_texture2 Cracks]
}
}
news:web.453f58fd2a0eadd4109a9bf40@news.povray.org...
> Hi,
>
> As in the previous post (1. photorealistic play-doh 2. round off at csg
> edges) I am trying to create a photorealistic clay surface. In addition to
> the bozo normal pattern which gives the clay a smooth moulded look, I want
> to add some cracks here and there. I guess something can be done with
> layered textures:
> texture {MouldedLook}
> texture {AddedCracks}
> but every time I end up influencing the MouldedLook texture also at places
> where there's no crack. Can someone help me on:
>
> 1. how to simulate a normal with random cracks here and there (so
preferably
> without a bump_map)
> 2. how to declare the texture in such a way that it doesn't mess with the
> underlaying MouldedLook texture at places where there's no crack?
>
>
>
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