POV-Ray : Newsgroups : povray.newusers : simulating cracks in surface using normals : Re: simulating cracks in surface using normals Server Time
29 Jul 2024 04:23:02 EDT (-0400)
  Re: simulating cracks in surface using normals  
From: Leroy
Date: 25 Oct 2006 23:41:42
Message: <45402D24.3080008@joplin.com>
Toon wrote:
> Hi,
> 
> Thanks! I've tried using average; the only problem is that it also averages
> the textures at the points where there's no crack. So for example if both
> textures have equal weights, the bozo strength of the MouldedLook is
> divided by 2. This works fine if I use a bump_map for the crack with the
> everything but the crack filled with black pixels; in this case the Crack
> texture returns the simple uniform color that is part of both textures. If
> I then multiply the bozo in MouldedLook by 2 I get my original texture
> back.
> 
> However, I would like to use a more random pattern instead of a repeating
> crack picture, and was unable to create a normal which returns some random
> cracks with a strong normal but leaves everything else unaltered like in
> the bump_map. Is there a good way to make such a pattern? Maybe with some
> agate or marble pattern like in a pigment with a color_map like the example
> on http://library.thinkquest.org/3285/language/pigment.html#agate . Can a
> similar thing be done with a normal?
> 
> 

Pov reference 2.3.4.5  Working With Normal Maps should do the trick.


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