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Tom York wrote:
> I'm looking for an optimisation. I've used material_map in the past to
> control finish properties like reflectivity, specular properties and so on.
> Based on a procedure posted some time ago on this news group (in 2000, I
> think) I do something like
>
> texture {
> material_map {
> tga "specular_map.tga"
> #declare Count = 1;
> #while (Count <= 255)
> texture {
> pigment { rgb 1 }
> finish {
> specular (Count/255)
> }
> }
> #local Count = Count + 1;
> #end
> }
> }
How about:
texture {
image_pattern {
tga "specular_map.tga"
}
texture_map {
[ 0
pigment { rgb 1 }
finish {
specular 0
}
]
[ 1
pigment { rgb 1 }
finish {
specular 1
}
]
}
}
Also note you don't need to use a paletted image for this - grayscale
will work fine as well (even 16 bit).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 03 May. 2005 _____./\/^>_*_<^\/\.______
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