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"clipka" <nomail@nomail> wrote:
> 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.
Sorry, I must correct myself - I misread the source code:
Reflection *does* take into account each individual layer's normal pertubations;
only refraction doesn't - so if you want to model a dull rusty *glass* sphere...
>_<.
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