Another chapter from the tome of POV-Ray Voodoo:
When working with layered textures and pertubed surface normals, only the
topmost layer's normal pertubation is used for reflections and refractions
(although diffuse and highlight components are based on each layer's own normal
pertubation.)
So if for instance you want to model a blurry-reflective sphere (using micro- or
macronormals for the blur effect) partially covered with rust (using normals to
give the rust a rough appearance), be sure to model it with the rust *below*
the reflective texture (as the rust will not rely on reflection), or use a
texture_map to blend the two textures.
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