POV-Ray : Newsgroups : povray.general : Specularity mapping : Re: Specularity mapping Server Time
16 Nov 2024 11:16:13 EST (-0500)
  Re: Specularity mapping  
From:
Date: 18 Aug 1998 12:56:41
Message: <wb90kmuvws.fsf@tycho.intervett.no>
[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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