POV-Ray : Newsgroups : povray.general : rendering partially wet material : Re: rendering partially wet material Server Time
29 Jul 2024 18:26:04 EDT (-0400)
  Re: rendering partially wet material  
From: kiwon
Date: 10 Aug 2011 12:05:00
Message: <web.4e42abfda119247b4c0a951f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> 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


Post a reply to this message

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