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> Yeah... life is so complex to render...
>
> Alright, if I manually generate a texture for wet area as saturation
> level or something similar, how can I apply a special *finish* only
> to the wet area?
>
> I tried like: material { texture {T_Stone24 scale 0.3} texture {
> pigment {uv_mapping image_map {png "wet.png"}} finish {phong 1
> reflection {0.1, 1 fresnel} conserve_energy} } } where "wet.png" is
> basically transparent except some wet areas.
>
> It's syntactically renderable, but does not render what I intend; the
> *finish* is applied to all surfaces, i.e. T_Stone24 as well. Am I
> missing something?
>
Yes, the texture map:
material{
texture{
pigment_pattern{
image_map{ png "wet_map.png" } // grayscale (white=dry, black=wet)
}
texture_map{
[0 t_dry] // dry texture previously defined
[1 t_wet] // wet texture
}
}
}
Hope this helps...
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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