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 23:04:40 EDT (-0400)
  Re: POV-Ray Voodoo: complex textures and surface normals  
From: clipka
Date: 17 Jul 2009 13:40:01
Message: <web.4a60b6afefb35c5ee20e5f50@news.povray.org>
Doctor John <joh### [at] homecom> wrote:
> Thank $DEITY you noticed that! My next project was a bunch of rusting
> glass planetoids :-)

Hm... yeah, I guess it's a bit more far-fetched than the rusty steel thing ;)

But I *can* think of earnest use cases for it; for instance, someone might want
to model some "message in a bottle" scene: An old bottle, having grown dull
already (diffuse refraction, we may try antialiasing-driven micronormals here
for instance), sitting partially in the sand somewhere, with a sheet of dry
sand having settled on it (normals here for grainy appearance, governed by a
slope pattern).

In a naive approach we might try to do this using layered textures, with the
sand having a slope-patterned pigment to vary transmittence, sitting on top of
our glass texture with much smaller normals.

Won't work.

We can't even swap the layers around - because the glass is transparent
*everywhere*. If we place it on top to get the normals right for reflection, we
can't hide the sand texture below it anywhere.

So we need to resort to using a slope-patterned texture_map instead,
interpolating between the two textures.


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