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Tim Glover wrote in message <35D### [at] nettally com>...
>Wow - not bad for off the top of your head. This is pretty close to
>what I wanted. It took a few tweaks -- like Glear -> Clear <grin> --
Like #declare Glear = color Clear :)
Sorry, I was rendering at highest render/normal gui and typing was a pit
pesky...
>and still having trouble using bumpmap and texture map together, but
>DEFINITELY a good lead for further experimentation. First tries have
>been exciting. Guess it'll be a LATE night tonight.
>
>bye bye duct tape.
>
>Thanks for the excellent lead!
>
Glad I could help. Later you may try a multi-layered texture with the
undermost one for pigment and the rest completely clear, but with bump_map,
texture_mapped specular, reflection, metallic... beats 3DS's textures,
doesn't it (well, no u-v mapping in POV...yet)
>
>Tim Glover
>
>tgl### [at] nettally com
Happy tracing!
--Peter
pet### [at] usa net
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I've actually added the feature that you're looking for... I call it an
"image_pattern". But you won't find it in the official version.
As soon as POV 3.1 becomes official, I'll get out a beta version of my
changes (and hopefully they'll make it in some form into the official
version).
My other changes to POV include:
UV mapping
new mesh syntax - for smaller files - developed with Thomas Baier's help
-Nathan Kopp
Dan Connelly wrote:
>
> I also am surprised that a raster image (ie image map analog) can't be
> used anywhere a pattern can. Given the highly modular form of the POV code
> it would seem the natural implementation.
>
> Instead of bump_map and image_map (and specular_map...), one could
> then just have map... like any other function.
>
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