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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226
> I agree thet env-maps are needed in few scenes. _but_ they can be
> created while adding more important path - functions based not only on
> <x,y,z> but alsow on normal (i.e. <nx,ny,nz>) of point. How about this
> idea ?
probalby this will need adding new block to texture, something like
normal_dependent_pigment
because pigment data probably (not cauting transformations and color_map)
contains :
DBL (pigment_fun*)(DBL x, DBL y, DBL z)
while
DBL (pigment_fun*)(DBL x, DBL y, DBL z, DBL nx, DBL ny, DBL nz
is needed. Before writting a path I will try to simulate such pigment to
see are results worth efford
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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