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Would I use this texture when I am making a gray and white marblized object?
there's the texture:
texture {
pigment { marble
color_map {
[0/4 color rgb <1,1,1>]
[1/4 color rgb <1,1,1>]
[1/4 color rgb <1,1,1>*.5]
[2/4 color rgb <1,1,1>*.5]
[2/4 color rgb <1,1,1>]
[3/4 color rgb <1,1,1>*.5]
[3/4 color rgb <1,1,1>]
[4/4 color rgb <1,1,1>]
}
}
}
Wade
__________________________________________________________________ Wade
Markham ICQ#: 44258048 Current ICQ status: + More ways to contact me i See
more about me:
__________________________________________________________________
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Wade <Zav### [at] aolcom> wrote:
> Would I use this texture when I am making a gray and white marblized object?
If you want...
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Wasn't it Wade who wrote:
>Would I use this texture when I am making a gray and white marblized object?
>there's the texture:
>
>texture {
> pigment { marble
> color_map {
> [0/4 color rgb <1,1,1>]
> [1/4 color rgb <1,1,1>]
> [1/4 color rgb <1,1,1>*.5]
> [2/4 color rgb <1,1,1>*.5]
> [2/4 color rgb <1,1,1>]
> [3/4 color rgb <1,1,1>*.5]
> [3/4 color rgb <1,1,1>]
> [4/4 color rgb <1,1,1>]
> }
> }
>}
Marbelization usually involves turbulence. Try adding "turbulence 0.6"
or "turbulence 3" or some other value.
Marbelization also doesn't tend to have such sharp colour boundaries, so
the colour_map might be better like this:
colour_map {
[0/4 colour rgb <1,1,1>]
[1/4 colour rgb <1,1,1>*.5]
[2/4 colour rgb <1,1,1>]
[3/4 colour rgb <1,1,1>*.5]
[4/4 colour rgb <1,1,1>]
}
You might also consider adding extra stripes (e.g. by splitting your
colour map into eighths instead of quarters) and varying the "*.5"
values slightly. It depends on the exact effect you are looking for.
--
Mike Williams
Gentleman of Leisure
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