POV-Ray : Newsgroups : povray.advanced-users : POV-Ray Voodoo: complex textures and surface normals : Re: POV-Ray Voodoo: complex textures and surface normals Server Time
4 Jul 2024 22:51:12 EDT (-0400)
  Re: POV-Ray Voodoo: complex textures and surface normals  
From: clipka
Date: 17 Jul 2009 08:00:01
Message: <web.4a606721efb35c5a4aed1130@news.povray.org>
"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...
>_<.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.