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Am 10/4/2020 um 9:46 schrieb Kenneth:
> Yes, that is true in most cases-- probably 99% of cases! But my scene makes use
> of a repetitive (and randomly-configured) texture{image_pattern...) as a
> 'hold-out mask' for creating the many building windows' reflections; one texture
> is used to mask another texture. The best way-- the only way(?)-- that I could
> come up with to make it work in my scene was to use a rather odd-looking macro
> for substitution in the texture{image_pattern...}. Like this, one of 34 similar
> examples of my macro at present...
>
Just do not use the "texture_map" construct (as you say it has an odd
syntax making it impossible to pre-declare the used image maps), use
"pigment_pattern" instead. Like so:
#declare C_map_01 = pigment {image_map {png "cutout01" }};
#declare T_01 = texture {
pigment { whatever ... }
finish { whateever ... e.g with reflection }
}
#declare T_02 = texture {
pigment { whatever... }
finish { whateever ... e.g. without reflection }
}
#declare T_01 = texture {
pigment_pattern {C_map_01}
texture_map {
[0 T_01]
[1 T_02]
}
}
You can use this construct within macros, switch clauses or wherever you
want to and the image files are loaded only once - while reducing memory
usage and parse time.
I myself visit these NG only every few months and with most "veterans"
gone some wisdom seems to be lost. But 15 years ago it was common
knowledge to use pigment_map for all kind of things like finish maps,
opaticity maps, emission maps and what have you.
-Ive
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