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started out as a pen doodle less than 1 inch wide on my notebook.
originally pov'd it with a 3x3 grid of these with varying "phases" and
colors, didn't really like it, so i removed the rop and bottom rows, and
rendered it at 1200x400 (then cropped off some extra grey plane)
the only interesting parts are:
#declare n1 = normal_map {
#local n = 10;
#local cn = n;
#while (n > 0)
[1/cn granite 0.025 scale <1, 0.1, 0.1> rotate (360/cn * n)*z]
#local n = n - 1;
#end
}
#declare f1 =
finish {
specular 1
roughness 0.001
phong 0.5
phong_size 140
diffuse 0.5
reflection {
0.1, 0.8 fresnel on
}
}
#macro colored_glass_interior (theColor)
interior {
ior 1.65
fade_power 1001
fade_distance 0.08
fade_color color theColor
}
#end
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Attachments:
Download 'squarewave.png' (230 KB)
Preview of image 'squarewave.png'
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Ross wrote:
>
> #declare n1 =
>
> #declare f1 =
>
> #macro colored_glass_interior (theColor)
which all then get used like this:
object {...
texture {
pigment { rgbt <1, 1, 1, 1> }
finish {f1}
normal {
average
normal_map {n1}
}
}
interior { colored_glass_interior(glasscolor) }
}
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Ross <rli### [at] everestkcnet> wrote:
> #declare n1 = normal_map {
> #local n = 10;
> #local cn = n;
> #while (n > 0)
> [!1/cn! granite 0.025 scale <1, 0.1, 0.1> rotate (360/cn * n)*z]
> #local n = n - 1;
> #end
> }
I've marked a suspicious spot with exclamation marks;
you probably intend to have 1/n there?
--
jussi
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jute nous apporta ses lumieres en ce 19/08/2006 11:12:
> Ross <rli### [at] everestkcnet> wrote:
>> #declare n1 = normal_map {
>> #local n = 10;
>> #local cn = n;
>> #while (n > 0)
>> [!1/cn! granite 0.025 scale <1, 0.1, 0.1> rotate (360/cn * n)*z]
>> #local n = n - 1;
>> #end
>> }
>
> I've marked a suspicious spot with exclamation marks;
> you probably intend to have 1/n there?
>
> --
> jussi
>
>
He's using that in an average pattern. In that case, it's perfectly OK to have
each entry share the same value there, it's a ponderation value. That way, all
normals have the same impact.
From the documentations:
Technically average is not a pattern type but it is listed here because the
syntax is similar to other patterns. Typically a pattern type specifies how
colors or normals are chosen from a pigment_map, texture_map, density_map, or
normal_map , however average tells POV-Ray to average together all of the
patterns you specify. Average was originally designed to be used in a normal
statement with a normal_map as a method of specifying more than one normal
pattern on the same surface. However average may be used in a pigment statement
with a pigment_map or in a texture statement with a texture_map or media density
with density_map to average colors too.
When used with pigments, the syntax is:
AVERAGED_PIGMENT:
pigment
{
pigment_map
{
PIGMENT_MAP_ENTRY...
}
}
PIGMENT_MAP_ENTRY:
[ [Weight] PIGMENT_BODY ]
Where Weight is an optional float value that defaults to 1.0 if not specified.
This weight value is the relative weight applied to that pigment. Each
PIGMENT_BODY is anything which can be inside a pigment{...} statement. The
pigment keyword and {} braces need not be specified.
--
Alain
-------------------------------------------------
"Having a smoking area in a restaurant is like having a peeing area in a pool."
--Thomas Pfeffer, American Heart Association
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"jute" <nomail@nomail> wrote in message
news:web.44e72a634bbfd18cf43b014e0@news.povray.org...
> Ross <rli### [at] everestkcnet> wrote:
> > #declare n1 = normal_map {
> > #local n = 10;
> > #local cn = n;
> > #while (n > 0)
> > [!1/cn! granite 0.025 scale <1, 0.1, 0.1> rotate (360/cn * n)*z]
> > #local n = n - 1;
> > #end
> > }
>
> I've marked a suspicious spot with exclamation marks;
> you probably intend to have 1/n there?
>
> --
> jussi
>
>
yep, like alain said, i'm using this in an average later. if n=8, the normal
looks more like a cross-hatched pattern and i kind of liked it. i might
rerender it with that again.
Post a reply to this message
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