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Bob:
Thanks, makes me feel a bit better that it wasn't trivial.
FWIW, I had to change the syntax slightly, here's what I ended up using:
#declare T02 = texture { average texture_map { [T1 T_Wood2 rotate x*90
scale 10 finish { specular 0.15 roughness 0.25 ambient 0.25 } ]
[T2 pigment {rgbf 1} ] } }
(i.e. the 'texture' keyword in T2 didn't take)
It doesn't 'fade' fast but I can fiddle with that.
I'd been hoping that there was a 'transparency' keyword I was missing (VRML
syntax floating around in my head), but it wouldn't really make sense
actually.
== John ==
"Bob H." <omn### [at] msncom> wrote in message
news:3b3ec836$1@news.povray.org...
> My first reply was totally off, or almost totally. I checked it out.
Just
> so you know what I suggested: I thought perhaps adding pigment {filter 1}
> into the wood texture itself might make a semitransparency. It does, but
it
> overrides the whole texture without any other previous pigments showing up
> if the wood is single layered. If multilayered, as most the predefined
> included woods are then it just affects the outermost layer I guess.
> Anyhow... the solution is probably to use:
>
> #declare T1=1-clock;
> #declare T2=clock;
>
> texture {
> average
> texture_map {
> [T1 Twood2]
> [T2 texture {pigment {rgbf 1}}]
> }
> }
>
>
> Bob H.
>
>
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