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[Tim Glover <tgl### [at] nettallycom>]
| I've considered this, but texture mapping is (like all textures in
| POVRAY) a procedural thing. It's got to conform to (some)
| pre-determined mathematical formula.
| What I'm looking for is more like a bump map, but instead of perturbing
| the surface normals, the function perturbs the specularity.
// RTFM once in a while, would you?
#declare lowspec =
texture{
pigment{color rgb <1,1,1>}
finish{specularity 0}
}
#declare hispec =
texture{
pigment{color rgb <1,1,1>}
finish{specularity 1}
}
sphere{ <0,0,0>,1
texture {
spotted
texture_map{
[0.2 texture lowspec]
[0.8 texture hispec]
}
}
}
Now all you're missing is a light source and a camera. :)
--
A penny for your thoughts.
Mine are more expensive.
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