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> hi,
>
> Alain Martel <kua### [at] videotronca> wrote:
>>> "using the pigment as shown, I get the single decal but the other texture has
>>> turned transparent and the droid looks like a weird mix of glass and (white)
>>> emissive media."
>>> ... > > for this image I scaled the decal down to show the effect. it looks like
much
>>> of the 'finish{}' survives in 3.7.1, just not the colour.
>>>
>>
>> That droid obviously have an interior that set an IOR. We see a fair
>> amount of total internal reflection.
>
> in the eye glass, the only other ior I found is used in the ground plane!
> (unsure why)
Setting an IOR is needed when you want to use fresnel reflection. Check
the finish of that plane. My bet is that you'll find something like :
finish{ reflection{ 1 fresnel } SomeOtherFinishComponent }
With no IOR set, it default to 1, witch effectively kill any reflection.
>
>> When applying a decal, you should layer it over some other texture.
>> #declare textureWithDecal
>> texture{SomeBaseTexture}
>> texture{pigment{image_map png"Decal"once}}
>
> thanks. I opted (before reading your post) for a second, transparent cylinder
> with the decal, and union'd with the body. for now I haven't used a texture
> keyword. will have to play some more with different arrangements, perhaps
> modify the Android code.
>
>
> regards, jr.
>
A texture{} contain a pigment and a finish, and possibly a normals
statement.
When you use a naked pigment or finish, you effectively apply the
default finish along with the pigment, and the default pigment with the
finish unless you also define the other.
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