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Yeah... life is so complex to render...
Alright, if I manually generate a texture for wet area as saturation level or
something similar, how can I apply a special *finish* only to the wet area?
I tried like:
material {
texture {T_Stone24 scale 0.3}
texture {
pigment {uv_mapping image_map {png "wet.png"}}
finish {phong 1 reflection {0.1, 1 fresnel} conserve_energy}
}
}
where "wet.png" is basically transparent except some wet areas.
It's syntactically renderable, but does not render what I intend; the *finish*
is applied to all surfaces, i.e. T_Stone24 as well.
Am I missing something?
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