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Zeger Knaepen schrieb:
> "clipka" <ano### [at] anonymous org> wrote in message
> news:4a968920@news.povray.org...
>> Zeger Knaepen schrieb:
>>> and what if, for whatever reason, you want the effect of both models
>>> combined?
>> Name one.
>
> You're missing the point. It's not because you or I can't think of a
> reason, no one can. Your idea takes functionality away, just because you
> believe there's no reason for that functionality to exist. (Or better: your
> idea makes it a lot harder to do the same thing).
No, I think it's you who is missing the point:
* As long as there's no reason to use both at the same time, the
functionality /is/ redundant.
I notice that you do give a scene that uses both at the same time - but
you fail to name a reason why it does so.
* In case there are /exceptional/ reasons to use both at the same time,
if there's a reasonably simple way around it the functionality can still
be considered redundant.
I notice that the scene you give can be fairly easy done using layered
textures (see below).
I also note that your scene appears not to be relying particularly on
the ability to use both phong and specular simultaneously, but on the
general ability to overlay multiple highlights of different spread; if
you would want to carry this further to mix 3 instead of 2 such
highlights, then you'd be screwed anyway.
* For scenes that do use both features in the same texture - for
whatever reason - there would be a transitory time (well, transitory
versions actually) that would still support the old syntax, including
the ability to use both types of highlights at the same time.
* Removing redundant functionality has been done before in POV-Ray (e.g.
Halo, which was superseded by media even though that probably made it
more complicated to achieve the simpler use cases covered by halo).
> But, if you really want an example: try this:
> ...
>
> Possibly this could also be done with averaged textures, but the code would
> be a lot more complicated.
Try layered textures - doesn't appear a /lot/ more complicated to me; I
think it's actually a quite straightforward recipe (which also happens
to work for cases where you'd want to combine 3 or more differntly-sized
highlights):
-----------
camera {
angle 160
location 0
look_at z
translate x
}
light_source {
<-1,0,0>
rgb 1
}
#declare Tx1 = texture {
pigment {blue 1}
finish {
ambient 0 diffuse 0
phong .5 phong_size 15
metallic .5
}
}
texture {
pigment {blue 1 transmit 1}
finish {
ambient 0 diffuse 0
reflection 1
specular 1 roughness .001
metallic .5
}
}
#declare Tx2 = texture {
pigment {red 1}
finish {
ambient 0 diffuse 0 brilliance 10
phong .5 phong_size 15
metallic .5
}
}
texture {
pigment {red 1 transmit 1}
finish {
ambient 0 diffuse 0 brilliance 10
reflection 1
specular 1 roughness .001
metallic .5
}
}
torus {
1,.5
texture {
pigment_pattern {bumps scale .2}
texture_map {
[0 Tx1]
[1 Tx2]
}
}
}
------------
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