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Le 19-07-01 à 01:53, Mike Horvath a écrit :
> Same question for normals.
>
> e.g.
>
>
> texture
> {
> pigment { InPigment }
> finish { InFinish }
> normal { InNormal }
> normal { bumps InAmount }
> }
>
> Is having two normal statements in the same texture block okay?
In the first case :
texture
{
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXRefl }
}
The first finish block should set the ambient and diffuse parameters.
The second should set phong highlights and reflection, hopefully without
affecting the ambient and diffuse.
May not work as intended. it would be better to merge the two.
In the second case, with two normal blocks, both are evaluated and the
results averaged into a single combined normal.
This is why, when you use multiple normals to get blurred reflection,
you need to average multiple whole textures and not only the normals.
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