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> Jaime Vives Piqueres<jai### [at] ignorancia org> wrote:
>>> 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...
>
> Thanks! This helped me so much. Then, this is also quite tricky to present
> smooth change between dry and wet area. One simple idea might be putting many
> discrete levels such as [0 t_dry] [0.2 t_wet1] [0.4 t_wet2] ...
> Is there better way for this?
>
Yes, indeed, my example was just a hint: you should adjust the map
entries to your desired transition effect.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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