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i've got multiple layers on a texture of mine. the bottom layer defines
the main color of the object and is aluminum. this should have its own
finish. the other layers have patches of blue and should have their own
finish as they are more reflective. then there is a small patch of the
bottom color on one of my blue patches to cover part of it up. the
problem is that if i put a finish on each layer that needs one, they
seem to add to the layers beneath so that the bottom layers is really
bright and really shiny. if i put the bottom finish on by itself, the
aluminum has the right properties. if i put the blue finish on top, the
blue looks fine, but the aluminum is off. of course, each blue layer
has white with tranmit = 1.0 for the areas that are see-through. any
ideas how to get the finish right?
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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:397B682D.9BC1DA55@yahoo.com...
| if i put the bottom finish on by itself, the
| aluminum has the right properties. if i put the blue finish on top, the
| blue looks fine, but the aluminum is off. of course, each blue layer
| has white with tranmit = 1.0 for the areas that are see-through. any
| ideas how to get the finish right?
That's the problem when you try to skip CSG :-)
If you can make image maps of those separately I'd say there's a chance of
doing it using the 'image_pattern' in MegaPov. Having just been checking
that out again it's no doubt plausible for making finish changes at each
texture in the final 'texture_map'. Hard part would be creation and
application if it's spherical and not planar. Well, maybe not real
difficult.
Bob
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From: Zeger Knaepen
Subject: Re: multple finishes in multiple layers
Date: 24 Jul 2000 13:06:02
Message: <397c777a@news.povray.org>
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Maybe material_maps?
What you really need here is a finish_map, actually, but it doesn't exist
(yet).
Anyway... You should certainly try to put the shiny textures on the bottom.
Or what about this: you have two shiny textures on top of each other. Try
to make the lower texture not shiny, and the top one shiny. I think this
should work. (Because the lower texture gets shiny by the top one...
Hmmm... Sounds confusing...)
ZK
http://www.povplace.be.tf
ryan constantine <rco### [at] yahoocom> schreef in berichtnieuws
397B682D.9BC1DA55@yahoo.com...
> i've got multiple layers on a texture of mine. the bottom layer defines
> the main color of the object and is aluminum. this should have its own
> finish. the other layers have patches of blue and should have their own
> finish as they are more reflective. then there is a small patch of the
> bottom color on one of my blue patches to cover part of it up. the
> problem is that if i put a finish on each layer that needs one, they
> seem to add to the layers beneath so that the bottom layers is really
> bright and really shiny. if i put the bottom finish on by itself, the
> aluminum has the right properties. if i put the blue finish on top, the
> blue looks fine, but the aluminum is off. of course, each blue layer
> has white with tranmit = 1.0 for the areas that are see-through. any
> ideas how to get the finish right?
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ryan constantine wrote:
> i've got multiple layers on a texture of mine. the bottom layer defines
> the main color of the object and is aluminum. this should have its own
> finish. the other layers have patches of blue and should have their own
> finish as they are more reflective. then there is a small patch of the
> bottom color on one of my blue patches to cover part of it up. the
> problem is that if i put a finish on each layer that needs one, they
> seem to add to the layers beneath so that the bottom layers is really
> bright and really shiny. if i put the bottom finish on by itself, the
> aluminum has the right properties. if i put the blue finish on top, the
> blue looks fine, but the aluminum is off. of course, each blue layer
> has white with tranmit = 1.0 for the areas that are see-through. any
> ideas how to get the finish right?
I agree with Bob that image_pattern in Megapov would be the good solution
for this.
Now, if you want to do it the really hard way, and if your primitives are
simple, you can turn your map into a pigment function to be used as a
displacement map (for isosurfaces of course). Then put your textures within
a gradient (if it's a plane) spherical (if it's a sphere) or cylindrical
pattern and tweak it so that they emerge where they're supposed to do. The
parts slightly below the surface will have the bottom texture and so on. You
can look at my R2D2, I mean fire hydrant for an example of this technique
(with usual patterns instead of maps).
http://www.mediaport.net/Artichaud/Tran/sources/gtsrce3e.htm
G.
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