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I have a normal "myNormal", created from a pigment function "fnPig" that I
want to apply to a texture "t3", but i want to apply the normal after I'm
done doing the warp & scale loop. "t3" is a texture created with a
"texture_map" of two textures "t1" and "t2".
Is it possible to apply a normal on "t3" (see comment in "t3") without
specifying a normal on "t1" and "t2"? If so, how?
thanks,
ross
// Begin Pov SDL
#declare t1 = texture {pigment {rgb 1} finish { specular 1 roughness 0.003
diffuse 0.3 reflection {0.2, 0.4 fresnel on} } }
#declare t2 = texture {pigment {rgb 0.2} finish { specular 0.6 roughness
0.03 diffuse 0.3 } }
#declare nPig =
pigment {
leopard scale 0.15
color_map {
[0.0 rgb 1]
[1.0 rgb 0]
}
#declare step = 8;
#declare turb = <0.34, 0.3, 0.7>;
#while (step > 0)
warp {repeat x flip y}
warp {turbulence turb }
scale 1.2
#declare step = step - 1;
#end
}
#declare fnPig = function {pigment {nPig}}
#declare myNormal = normal {function {fnPig(x, y, z).gray}}
#declare t3 =
texture {
leopard scale 0.15
texture_map {
[0.0 t1]
[1.0 t2]
}
#declare w1 = 8;
#declare t1 = <0.34, 0.3, 0.7>;
#while (w1 > 0)
warp {repeat x flip y}
warp {turbulence t1 }
scale 1.2
#declare w1 = w1 - 1;
#end
// want to apply normal here, but it doesn't work
}
/**** test scene ****/
camera {
right x*image_width/image_height
location <0, 6, -10>
look_at <0,5,0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<200,400,-350>
color rgb 1
}
sphere {
<0, 2, 2>, 2
texture {t3}
interior {
ior 1.455
}
}
plane {
y, 0
texture { pigment {rgb <0.65, 1, 0.36>} }
}
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