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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > 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?
> >
>
> Yes, the texture map:
>
> material{
> texture{
> pigment_pattern{
> image_map{ png "wet_map.png" } // grayscale (white=dry, black=wet)
> }
> texture_map{
> [0 t_dry] // dry texture previously defined
> [1 t_wet] // wet texture
> }
> }
> }
>
>
> Hope this helps...
Thanks! This helped me so much. Then, this is also quite tricky to present
smooth change between dry and wet area. One simple idea might be putting many
discrete levels such as [0 t_dry] [0.2 t_wet1] [0.4 t_wet2] ...
Is there better way for this?
--
Kiwon Um
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