POV-Ray : Newsgroups : povray.general : texture + diffuse Server Time
6 Aug 2024 23:26:15 EDT (-0400)
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From: Felix Wiemann
Subject: Re: texture + diffuse
Date: 28 Jan 2002 13:58:21
Message: <3c559f4d$1@news.povray.org>
> There can be also some persons which don't want open, search, copy,
> close long way (also becouse of respect to authors of code). For such
> persons there is still workaround.

Thank you!
But why isn't it possible to change the diffuse value but the reflection of
a layered texture?


#include "colors.inc"
#include "stones.inc"
camera{location z*-2}
light_source{z*-2 rgb 1}

background{1}   //NEW

plane{z, 0
   texture{T_Stone25}
   finish{reflection 2}   //INSTEAD OF DIFFUSE
   }


The whole texture reflects the background light! POV-Ray's SDL is normally a
very modularized and logical language, so I expect that a layered texture
identifier is handled by the same way as the inline code and as a non
layered texture identifier. I find it also confusing that there's a
difference between "reflection" and "diffuse". Can anyone explain this
behavior to me?

Felix Wiemann


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From: Peter Popov
Subject: Re: texture + diffuse
Date: 28 Jan 2002 14:55:00
Message: <5oab5u0j381r2vp9op3qr74lrnp9msgski@4ax.com>
On Mon, 28 Jan 2002 14:51:41 +0100, "Hugo" <hua### [at] post3teledk> wrote:

>Huh?  That's not logic!

Of course it's not, sorry for the hurried answer. See below.

plane {
  z, 0
  texture {
    T_Stone25
    finish { diffuse 2 }
  }
}

Now, this better make some sense or else I am quitting POV.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Ken
Subject: Re: texture + diffuse
Date: 28 Jan 2002 21:42:26
Message: <3C560C81.9484F02F@pacbell.net>
Christopher James Huff wrote:

> BTW, it also greatly helps readability if you neatly indent the code,
> indenting inner blocks more than their containing blocks, and it helps
> avoid this sort of problem later on. You don't necessarily have to do it
> the way I did it, just be consistent and use *some* indentation.

Humbug!

-- 
Ken Tyler


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