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Le 15/08/2011 15:37, Saket nous fit lire :
> Hi,
>
> I need to render wet sponge something like this
> http://www.stanford.edu/~patkar/lenaerts.JPG
>
> The sponge is a triangle mesh (surface mesh). I have a dry sponge texture and I
> am using povray's mesh with uv mapping for rendering dry sponge. Now I need to
> render some of the tringles darker depending on how wet they are. Is there a way
> to do it without modifying the texture file?
>
> I am using c++ to generate the povray file. The information I have is the list
> of triangles, u,v coordinates of each triangle and degree of wetness of each
> triangle. I do not want to modify the texture file because I have to do this for
> 100's of frames to get an animation.
>
> Can someone help?
Just an idea: keep the sponge dry and add filtering/transmitting spheres
based on wetness.
If dry->wet darkens, a normal filtering is fine. (range 0 to 1)
If dry->wet lighten, you need a filtering factor which multiply the
actual colour.
If the triangle mesh was open to update with its own texture (no need to
UV map), it would be a simpler issue of using a palette of texture based
on wetness.
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