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Warp <war### [at] tag povray org> wrote:
> That type of wood texture is actually one of my best developed "tricks"
> with POV-Ray's procedural textures I have developed over the years. The
> idea is quite simple, yet effective:
What i found most stunning is the fact that it looks just as good as yours
from the Povray Fractal Contest, which is an isosurface actually!
http://local.wasp.uwa.edu.au/~pbourke/rendering/povfrac/final/0007.html
> - Apply the same turbulence and transformations as the pigment so that the
> normal matches perfectly the pigment.
yes, matching pigments and normals are something i do frequently. In fact,
rather than employing manual copy-and-paste, i find myself putting the same
definitions in a macro (function works too!) and calling it in the pigment
or normal, say:
#macro woddy() wood turbulence .1 scale 5*y rotate 5 warp { repeat x*2
offset 2 } #end
pigment { woody() color_map { cm1 } }
normal { woody() slope_map { sm1 } }
> - If you want to create wooden planks, average the above normal definition
> with a gradient-patterned normal which uses a proper slope map.
hah! It is indeed a good way to create tiny wooden nods and bumps in the
larger wood texture. :)
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