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I'm currently doing some rendering of game models by exporting through
MilkShape, and while the basic textures work fine, I'm having some color
issues. I've found that in the game itself, the same image can be loaded
for multiple textures, then multiplied by a solid color to give it a
different hue/brightness.
Is there any way to do this in povray, without having to manually edit
the .tga files in gimp/photoshop? (I've converted them from .dds to
.tga, but could use other formats if it would make it easier). The
majority are multiplied by a <0.6,0.6,0.6> color which at first glance
is the same as applying 'diffuse 0.6', except many textures also have
ambient and this doesn't affect the color of that. Also, some have
non-gray colors, which I can't do with a simple diffuse statement.
Thanks!
Cshake
An example of the textures generated by the exporter:
-----------------------------------------------------
#declare uvtexture_0 = texture{
uv_mapping pigment{
image_map{
tga "hw_p2_fr1.tga"
map_type 0
interpolate 2
transmit all 0.000000
}
}
finish{
ambient rgb <0.200000 0.200000 0.200000>
specular 0.100000
roughness 0.000781
}
}
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