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Neither are really a viable option for me- I'm using Pov to take in models
and textures made with a 3D program and do batch rendering. I'm not hand
modeling the geometry, or doing much "custom" work per object- this is
straight model + texture here, no fancy intersections, etc. The model and
texture need to remain as is. So, back to my question- how do I use the
image map texture to modulate the diffuse color?
Eero Ahonen <aer### [at] removethis zbxt net invalid> wrote:
> ZainAnak wrote:
> >
> > Well, for certain technical reasons, it's much easier for me to use image
> > maps for the whole runway than to model out the white painted parts, dark
> > asphalt parts, etc. The problem is, when it comes time to light with
> > sunlight, I can't keep the darks dark and the whites white. It's usually
> >
>
> One way to try could be modeling the dark asphalt with eg. a box, then
> model the white parts with using the photo to create a heightfield,
> translating or intersectioning it to raise eg 0.01 over the asphalt and
> be visible of that part.
>
> One other way (which should be preferred IMO) would be creating the
> looping parts with a macro.
>
> --
> Eero "Aero" Ahonen
> http://www.zbxt.net
> aer### [at] removethis zbxt net invalid
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