POV-Ray : Newsgroups : povray.advanced-users : POV-Ray Voodoo: complex textures and surface normals : Re: POV-Ray Voodoo: complex textures and surface normals Server Time
4 Jul 2024 23:00:27 EDT (-0400)
  Re: POV-Ray Voodoo: complex textures and surface normals  
From: Thomas de Groot
Date: 19 Jul 2009 08:12:45
Message: <4a630dbd$1@news.povray.org>
"clipka" <nomail@nomail> schreef in bericht 
news:web.4a60659677801e9a4aed1130@news.povray.org...
> Another chapter from the tome of POV-Ray Voodoo:
>
> When working with layered textures and pertubed surface normals, only the
> topmost layer's normal pertubation is used for reflections and refractions
> (although diffuse and highlight components are based on each layer's own 
> normal
> pertubation.)
>
> So if for instance you want to model a blurry-reflective sphere (using 
> micro- or
> macronormals for the blur effect) partially covered with rust (using 
> normals to
> give the rust a rough appearance), be sure to model it with the rust 
> *below*
> the reflective texture (as the rust will not rely on reflection), or use a
> texture_map to blend the two textures.
>

Thanks indeed. This is something that crops up once in a while in my scenes. 
I shall jot this down in the "Big Book" (i.e. my note book of miscellaneous 
POV-Ray do's and don't's).

Thomas


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