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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
> }
> }
If you use that texture in a radiosity scene, you must replace the
ambient by ambient 0. Otherwise, it will actualy illuminate it's
surrounding.
In some cases, you can use a layered texture.
Use a fully transparent uper texture with some transmit or filter, like:
pigment{rgbf <1, 0.5, 0.1, 1>}
This will add an orange cast to the underlying pigment.
You can use a filter or transmit larger than 1 to create some
interesting effect.
You can use a negative filter or transmit. It result in a negative effect.
Alain
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