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"Kirk Andrews" <kir### [at] hotmail com> wrote in message
news:web.457f88ebb76ee1819033e1160@news.povray.org...
>
> I'm trying to have a texture that has large facets, but with smaller
> facets
> between. So I averaged a large facet normal and small facet normal, but
> in
> the result the facets are so faint you can hardly see either of them.
>
I don't know if it would be of any use in your circumstances, but I've found
that for flat surfaces it can be effective to scale the normal in a
direction at right angles to the surface. I've included a simple but extreme
example below.
camera {location <0,1,-1>}
light_source { <1, 20, -20> color rgb 1}
plane {y,0 rotate z*0.001
texture {
pigment {color rgb 1}
normal {granite}
}
}
plane {y,0 rotate -z*0.001
texture {
pigment {color rgb 1}
normal {granite scale <1,10,1>}
}
}
Regards,
Chris B.
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