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First of all thanks a lot,
> couple of things:
> probably don't need ambient 0.3 in finish try 0 for now, and the wood
> texture is scaled too big by default for your object. comment out the
> three transforms after finish statment to get your bearings (wood
> textures have the long grain going in the z direction) ... using:
>
> texture {
> T_Wood10
> finish { specular 0.5 roughness 1e-3 ambient 0 }
> pigment {
> ....
> }
> scale 0.5
> }
the transformations are only to be a little bit excentric to have a better view
on the cutting planes where the additional wood rays should appear. But isn't
necessary at this level, of course...
>
> now you should see the circular wood grain facing you ... make more
> sense now?
s. above
> also to try using a color_map to better show the effects of the pigment
> pattern that you're overlaying onto the wood texture: Hint at first try
> some obvious colors (Red, Green) while figuring out how you want it to
> be positioned ie:
>
> pigment {
> leopard
> ...
> color_map {
> [0.0 Red]
> [0.5 Red]
> [0.5 Green]
> [1.0 Green]
> }
> }
Of course, thanks - scale and colors work fine together,
but its still not random enough in the following test:
texture {
T_Wood10
finish { specular 0.5 roughness 1e-3 ambient 0.0 }
// rotate <-0, 90, 0>
// translate -y*0.2
// translate z*3
pigment {
leopard
//bozo
color_map {
[0.0 Red]
[0.5 Red]
[0.5 Green]
[1.0 Green]
}
frequency 0.6 // <-add this line
scale <0.0, 10.0, 40.0>
turbulence 0.05
}
scale 0.025
}
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