POV-Ray : Newsgroups : povray.binaries.images : More of Dan's blocks : More of Dan's blocks Server Time
7 Nov 2024 04:51:13 EST (-0500)
  More of Dan's blocks  
From: dan B hentschel
Date: 8 Oct 2004 11:00:02
Message: <web.4166aae830bc820ea3fcf12a0@news.povray.org>
Ok. Here's another iteration. I'm getting much closer to what I want. The
index of refraction on the plastic walls is much too high. Need to tone it
down a bit. Other than that. I'm getting close to wrapping this one up. I
may add another block type or two. We'll see.

Question of the week:

My wood floor is macro generated, and I vary the orientation and scale of
the floor texture randomly on a per-board basis. Is there an easy way to
adjust the hue/brightness of the entire texture as well? Here is a code
segment:

#include "woods.inc"
texture {
    T_Wood2
    scale 0.9 + rand(floor_sd)*0.2
    rotate y * (rand(floor_sd)*4 - 2)
    translate rand(floor_sd)
}


I could probably copy the TWood2 definition out of woods.inc and the update
it appropriately, but I was hoping there was a way to do what I want
without needing to go to that extent. I can't think of any way, though. Any
ideas?

 - dan B hentschel


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