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I put the uv_mapping inside the pigment and normal for more control. As
shown in the POV-Ray manual it can inside or outside of these
statements. I did not notice a problem because I have not used textures
with alpha channels in a very long time. Automatically putting
uv_mapping outside the pigment and normal should not be a problem.
Thanks for the suggestions.
The material structure has changed significantly in format in the latest
PoseRay because it now supports specular and transparency mapping at the
same time. Also I dropped the use of the predefined Clear pigment with
transparency mapping since I was having problems with it. I replaced it
by color rgbft<0,0,0,1,1>. I do not remember exactly the reason (I will
have to review my notes) but I believe the transparency at the edges was
not working well with Clear.
I will try to release a preliminary version of PoseRay this week since
it has some of the many changes that were suggested in this forum plus
other fixes.
Below are samples of the new PoseRay-generated materials. They have the
transformation at the end of each map. If any of you see anything wrong
with them please let me know (besides the uv_mapping issue). Most likely
I will have to define the textures before plugging them into the
texture_map entries so that uv_mapping could be placed outside the pigment.
pigment only:
http://mysite.verizon.net/sfg0000/files/p.txt
pigment only but multiplied by a color:
http://mysite.verizon.net/sfg0000/files/p_m.txt
pigment+transparency:
http://mysite.verizon.net/sfg0000/files/p_t.txt
pigment+finish+normal+transparency:
http://mysite.verizon.net/sfg0000/files/p_n_f_t.txt
pigment+finish+normal:
http://mysite.verizon.net/sfg0000/files/p_n_f.txt
pigment+normal:
http://mysite.verizon.net/sfg0000/files/p_n.txt
FlyerX
Ive wrote:
> Thomas de Groot wrote:
>> When using a transparency map instead of using the alpha channel, the
>> code in Poseray should then also be as follows (note the place of
>> uv_mapping) e.g.:
>>
>> //Material definitions
>> #declare MyTexTex__opaque=
>> texture {
>> uv_mapping
>> pigment { p_map1}
>> normal {MyNormal}
>> finish {MyFinish}
>> }
>> #declare MyTexTex_=
>> material {
>> texture {
>> uv_mapping
>> pigment_pattern { p_map2}
>> texture_map {
>> [0 MyTex__opaque]
>> [1 pigment {Clear}]
>> }
>> }
>> }
>
> As a side note, usually I do use a construct like this:
>
> #local MyTexTex_opaque =
> texture {
> uv_mapping
> pigment { p_map1}
> normal {MyNormal}
> finish {MyFinish}
> }
>
> #local MyTexTex_trans =
> texture {
> uv_mapping
> pigment { p_map1 transmit 1}
> normal {MyNormal}
> finish {MyFinishButWithoutAnySpecularPhongAndReflection}
> }
>
> #declare MyTexTex_=
> material {
> texture {
> uv_mapping
> pigment_pattern { p_map2}
> texture_map {
> [0 MyTex_opaque]
> [1 MyTex_trans]
> }
> }
> }
>
>
> This does not make *much* of a difference but occasionally for closeup
> shots and things like lace pattern or trans-mapped hair it looks better.
>
> -Ive
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