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Alain Martel <kua### [at] videotronca> wrote:
> > I am working on some scene elements with painted wood, where the paint is
> > chipping away, exposing the underlying wood texture. Since the paint and wood
> > have different finishes and normals, I want to use a texture_map rather than
> > layered textures.
> >
> > If I just do scaling/rotation/translation transformations on the texture
> > pattern, I know how to compensate for that in the textures in the map so those
> > transformations apply to the overall pattern, but not the patterns of the
> > individual textures. However, I can't figure out how to add turbulence to the
> > texture pattern without having it affect the textures in the map.
> >
> > Is this even possible, or do I just need to avoid turbulence in patterned
> > textures?
> >
> > -- Chris R.
> >
> >
> You can apply your turbulence with a negative value :
>
> warp{turbulence -1} should undo warp{turbulence 1}
Ah, thanks. I should have thought to try that. I was concerned about how that
would affect lambda and omega, but if I understand turbulence correctly, those
act more like multipliers on the turbulence value and should thus be negated if
turbulence is negative as well.
-- Chris R.
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