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Mike Williams wrote:
>Wasn't it Tony LaVigne who wrote:
>>The code below helps to simulate my problem. The 1st (right) sphere is
>>without bumps, the 2nd (left) does.
>>
>>light_source {<0, 2, -3>,rgb <1,1,1> }
>>background { color rgb <1,1,1> }
>>light_source { <10, 100, -100> rgb <1,1,1> }
>>camera { location <.25, .25, -5> look_at <.25, .25, 0> }
>>
>>sphere {<2, 1, 2>, 2 //right sphere
>>texture { uv_mapping pigment { color rgb <1,1,0> } normal { bumps
>>0.4 scale 0.2 }} }
>>
>>sphere {<-2, 1, 2>, 2 //left sphere
>>texture { /*uv_mapping*/ pigment { color rgb <1,1,0> } normal { bumps 0.4
>>scale 0.2 }} }
>>
>
>But that is fixed by what Giles Tran said.
>
>When the bumps are uvmapped, the scale of the bump is relative to the
>scale of the uvmapping cell instead of relative tot he unit cube.
>Changing the scale from 0.2 to 0.02 fixes it.
>
>Mike Williams
>Gentleman of Leisure
>
I think I see now. As I understand it I cannot get the bumps (using
normals) larger than the uv Cell.
I appreciate the help.
Tony
xen### [at] xenomechanics com
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