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"Sun Tzu" <sun### [at] nospamhotmailcom> wrote in message
news:40418355@news.povray.org...
> Thanks for the suggestions. I'm not that experienced with POV though so
I'm
> not sure exactly how to implement your ideas. The materials always seem
to
> be one of my biggest problems. I obviously need some tutoring in making
> good materials. How would I "average in a wrinkles pigment" on the label.
Averaging pigments together is a very powerful too. To average pigments
together, use a "pigment_map" and a map type of "average". The following
code creates a plasma effect by averaging three pigments together. Note that
the "weight" of pigment for each is "1". Because there are three averaged
together, in order to get a value of "1.0" for full color, I have to use "3"
for the color value (3 times the amount of 1):
plane
{
z, 1
pigment
{
average
pigment_map
{
[ 1 wrinkles
color_map
{
[0 rgb <0, 0, 0> ]
[1 rgb <3, 0, 0> ]
}
]
[ 1 wrinkles
color_map
{
[0 rgb <0, 0, 0> ]
[1 rgb <0, 3, 0> ]
}
translate 0.5
]
[ 1 wrinkles
color_map
{
[0 rgb <0, 0, 0> ]
[1 rgb <0, 0, 3> ]
}
translate -0.5
]
}
}
finish { ambient 1 }
}
> Even more mysterious to me is the "subsurface scattering" that both you
and
> Tek suggest. Here is the outside surface of the cheese, the 'sliced'
> surfaces and bubbles are the same but without the normal. How would I put
> in subsurface scattering?
I'd like to know too -- I haven't advanced to the point of being able to do
that. Tek knows more about that stuff than I. There is this really great
animation out there that shows subsurface scattering -- it was this marble
pyramid people were talking about a while back that was really something.
The code to that pyramid would really advance our understanding. Christopher
Huff is also amazingly knowledgeable about densities and the like.
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