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Am 25.03.2012 22:19, schrieb FlyerX:
> Here is the material I used on the skin:
>
> #declare PR_DIFFUSE=pigment {color srgb <0.93,0.71,0.54> }
> #declare F1=finish{specular 0 //Max highlight intensity: 0 -> 1
> roughness 0.02203444 //surface roughness: 0.0005 -> 1
> phong 0 phong_size 0 //Phong specular disabled
>
> ambient rgb <0.00,0.00,0.00>
> diffuse 0.6
> reflection{0 } conserve_energy
> subsurface {translucency 0.8}
> }
> material{
> texture{uv_mapping
> pigment{PR_DIFFUSE }
> finish{F1}
> }
> interior{ior 1}
> }
OK, here's the deal: To avoid SSLT seams between multiple objects, they
currently must /share/ a common interior - it's not sufficient to have
interiors with identical parameters, or even instances of the same
#define'd interior. The only way to achieve this is to specify the
interior in the parent CSG rather than the individual primitives.
Thus, to get the desired results, you need to:
- REMOVE any interior statements from the material.
- ADD the interior statement to the union or merge.
- For each part that needs a different ior (e.g. eyelashes or teeth) add
an individual interior statement.
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