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Op 5-4-2024 om 13:02 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
>> am getting nowhere [drives me crazy indeed]
>
> OK, I think you misunderstood what needed to be done.
>
Yes, I probably did ;-)
> Change the outside material {} wrapper to texture {}
> REMOVE all of the texture {} statements inside, leaving only the texture names.
>
OK
> That all works - the only thing I couldn't get to work is the Crand, because the
> #local/#declare thing in macros is still messed up.
>
Yes, that is the problem I am also (still) unable to solve in a
satisfying way, and in fact I referred to that in my post. Still
wondering about what I assumed in my answer to Alain Martel. Is this
Crand() macro construction defective in the texture macro compared to
the material macro, or is something else happening...?
>
>
> #version 3.8;
> global_settings {assumed_gamma 1}
>
> camera {
> location <0, 0, -5>
> right x*image_width/image_height
> up y
> look_at <0, 0, 0>
> rotate y*clock*360
> }
>
> sky_sphere {pigment {rgb 1}}
>
> light_source {<100, 100, -500> rgb 1}
>
> #include "Granite_Texture.mcr"
>
> #declare Tex = Granite_21 ()
>
> sphere {0, 1 texture {Tex}}
--
Thomas
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