On 28/07/2011 21:25, PC John wrote:
> Things are more difficult:
only if you want it :)
> OpenGL povray
> ===============+================
> ambient COLOR | ambient COLOR
> diffuse COLOR | diffuse float
> specular COLOR | specular float
> emission COLOR | (no equivalent, but can be emulated by ambient)
texture {
average
texture_map {
//ambient
[1
pigment {[ambient pigment with all colors * 4]}
finish {diffuse 0 ambient 1}
]
//diffuse
[1
pigment {[diffuse pigment with all colors * 4]}
finish {diffuse 1 ambient 0}
]
//specular
[1
pigment {[specular pigment with all colors * 4]}
finish {diffuse 0 ambient 0 specular 1 metallic}
]
//emission
[1
pigment {[emission pigment with all colors * 4]}
finish {diffuse 0 ambient 0 emission 1}
]
}
}
didn't test it, but I believe this should do the trick
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