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> 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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On Mon, 28 Jan 2002 14:51:41 +0100, "Hugo" <hua### [at] post3 tele dk> 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] vip bg
TAG      e-mail : pet### [at] tag povray org
 
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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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