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I am trying to do a "fake peach fuzz" type of specularity for a skin shader.
That is it's shinier where light hits the surface at a glancing angle
here is what I tried but it doesn't render, console pointed at the slope
indentation/brackets syntax but I may have corrected it already (I haven't
totally found my way around the message tab yet) does anybody or everybody see
the problem with the following code (except non critical values that are still
random place holders)?
texture {
pigment {color rgbt <0.95, 0.5, 0.95, 0.1>}
slope{<0,0,1>}
texture_map {
[0 pigment {color rgb <1.00,1.00,1.00>}
finish{
phong 0.25
phong_size 3
}
]
[1 pigment {color rgb <1.00,1.00,1.00>}
finish{
phong 0.25
phong_size 100
}
]
}
}
I am using the 3.7 beta so maybe the AOI pattern is better suited to that kind
of stuff? What's the difference with a slope? I'm mostly after the fastest
approach.
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Sorry, I solved it by removing the pigment on top:
texture {
slope{<0,0,1>}
texture_map {
[0 pigment {color rgb <1.00,1.00,1.00>}
finish{
phong 0.25
phong_size 3
}
]
[1 pigment {color rgb <1.00,1.00,1.00>}
finish{
phong 0.25
phong_size 100
}
]
}
}
This does excatly what I needed.
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