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Ben Chambers <bdc### [at] hotmail com> wrote:
: Does anyone know how I can make a texture vary depending on the
: angle from which it is viewed? I've thought about using a radial, but that
: isn't quite what I want... As in, the angle of incidence between the
: intersecting ray and the surface normal would act as a sort of index
: into a pigment map.
AFAIK patterns do not get info about the incoming ray nor the normal
vector, so they can't produce a pattern depending on them. Not even a function
pattern can do this.
I don't know how the shaders of the povman patch work, but that might be
one solution.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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