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> The source code is written above. Turn, please, and show! I already
> overwound everything. I tried to use uv_mapping, warp planar (x,y,z)
> rotate(x,y,z,xy,xz,yz,xyz)
>
   I was wrong... you are already applying correctly the normal, but it
seems like the brick pattern isn't behaving correctly on a normal statement.
   Using this one:
#declare Material = texture{
     pigment{brick brick_size <0.2500,0.0525,0.1250> mortar 0.0100}
     finish{
         diffuse 0.8000
         brilliance 1.8000
         crand 0.0000
         emission 0.0000
         ambient <0.0000,0.0000,0.0000>
           }
}
   the pigment shows correctly.
   But adding a matching normal:
#declare Material = texture{
     pigment{brick brick_size <0.2500,0.0525,0.1250> mortar 0.0100}
     normal{brick brick_size <0.2500,0.0525,0.1250> mortar 0.0100}
     finish{
         diffuse 0.8000
         brilliance 1.8000
         crand 0.0000
         emission 0.0000
         ambient <0.0000,0.0000,0.0000>
           }
}
   the result shows a mismatched normal. Don't know why... I think I used
this on the past and it worked fine.
--
jaime
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