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> Just an idea: keep the sponge dry and add filtering/transmitting spheres
> based on wetness.
> If dry->wet darkens, a normal filtering is fine. (range 0 to 1)
> If dry->wet lighten, you need a filtering factor which multiply the
> actual colour.
>
> If the triangle mesh was open to update with its own texture (no need to
> UV map), it would be a simpler issue of using a palette of texture based
> on wetness.
Hi,
Thanks for the reply.
As to your first point are you suggesting adding filtering spheres outside every
wet triangle?
Can you explain your last point?
I was planning to generate a filtering texture every frame and layer it over the
sponge texture, but povray wouldn't allow layering over an image map.
Saket
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