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Wasn't it Tony LaVigne who wrote:
>The code below helps to simulate my problem. The 1st (right) sphere is
>without bumps, the 2nd (left) does.
>
>light_source {<0, 2, -3>,rgb <1,1,1> }
>background { color rgb <1,1,1> }
>light_source { <10, 100, -100> rgb <1,1,1> }
>camera { location <.25, .25, -5> look_at <.25, .25, 0> }
>
>sphere {<2, 1, 2>, 2 //right sphere
>texture { uv_mapping pigment { color rgb <1,1,0> } normal { bumps
>0.4 scale 0.2 }} }
>
>sphere {<-2, 1, 2>, 2 //left sphere
>texture { /*uv_mapping*/ pigment { color rgb <1,1,0> } normal { bumps 0.4
>scale 0.2 }} }
>
But that is fixed by what Giles Tran said.
When the bumps are uvmapped, the scale of the bump is relative to the
scale of the uvmapping cell instead of relative tot he unit cube.
Changing the scale from 0.2 to 0.02 fixes it.
--
Mike Williams
Gentleman of Leisure
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