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"omniverse" <omn### [at] charternet> wrote:
> normal { gradient y
> normal_map {
> [0.5 PositiveBump]
> [0.5 NegativeBump]
> } // end normal_map
> scale <1,MyRadius*2,1>
> } // end normal
Mistakes... And wouldn't surprise me if it's still wrong somehow. I get confused
easily. ;)
Replace both normal statements for outer and inner textures with this:
normal { gradient y
normal_map { /* 0.175 equates to 105/2 or balloon top (torus half vertical
scale) height from 0 */
[0.175 PositiveBump]
[0.175 NegativeBump]
} // end normal_map
scale <1,1.5*MyRadius,1> // rescale only y to fit whole balloon
And maybe it will be right. I neglected to see the 1.5 times rescale later on
for the balloon object.
And that flattened torus top (scale <1,0.5,1>) was simply being overlooked
because I was only thinking in terms of the gradient y
going upward and downward from 0, or starting at the max width part of balloon,
and not about actual distances for the gradient.
BTW, the gamma 1 for image file was arbitrarily chosen to brighten it for the
sake of seeing the bump map. You may have also noticed I changed the original
light source from 10 times to 1.5 times.
Bob
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