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Gilles Tran wrote:
>
> You can do it with texture_map, but it's not very practical if you want to
> have separate maps for more than 2 different channels.
I never said anything how practical this is - just that it is possible.
So the correct way of making this suggestion would have been "I find
it cumbersome to do this currently and therefore suggest the following
change in language design".
>
> If patterns could be applied independently to all channels, this would look
> like this:
> texture{
> pigment{Pattern_Pigment + pigment parameters}
> diffuse{Pattern_Diffuse + diffuse parameters}
> reflection{Pattern_Reflection + reflection parameters}
> }
So you suggest to give up the idea of a finish structure and have all
surface properties as top level items in the texture. I am not saying
this could not be a useful concept but it is fairly out of question that
this could happen any time soon (the changes required for that would be
larger than any change in POV-Ray since version 3.1 at least).
Also note that using this instead of a texture map causes a lot of
unnecessary pattern evaluations if you use the same pattern for several
finish properties. It would therefore be faster to use a texture map in
a lot of cases.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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