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Alain <aze### [at] qwerty org> wrote:
> > Hi,
> > It seems we can use "texture_list" to map various textures across faces/verts of
> > a mesh.
> > But what if we want to map the whole material (with texture and interior
> > properties), is there a "material_list"?
> > (I've seen "material_map" but I guess this would not map them across geometry
> > but
> > rather across a bitmap texture...?)
> >
> >
> >
>
> Short answer:
>
> There can be only one interior in any object. If you have a
> material_list, then, all materials MUST have the same interior.
>
> The only case where it could have a meaning to have different interiors
> would be an average pattern. And then, it would be rather tricky...
>
>
>
> Alain
It's been a long time, but since I bumped against the same issue again, I guess
this discussion could go on here?
Your answer seems to imply the paradigm of POV-Ray used as some kind of
physically accurate renderer, but I like the fact that it can do many other
things. So let me reformulate this question: would multi-interior mesh2 objects
be hard to code as a new feature?
That way, with a material_list you could ship the ior to different parts of the
mesh having different materials like blender can do. Currently in the Blender
exporter, POV-Ray "materials" cannot be supported because of this, only
"textures".
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