"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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