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Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Everything is working 100% now.
>
>
> > ---SCENE-------------------------------------------------------
snip]
> #include "textures.inc"
>
> #declare UpperOar = texture
> {
> DMFDarkOak
> pigment { color rgb < 0.3686275, 0.4509804, 0.2509804 > }
> normal { wood 0.5 scale 0.3 turbulence 0.1 }
> finish { phong 1 }
> rotate< 90.0, 0.0, 0.0 >
> scale 0.25
> }
It looks like you are substituting your own pigment for the pigment 'DMFDarkOak'
(which is actually just a pigment, not a complete texture.) In other words, your
own pigment is 'over-riding' DMFDarkOak; your scene isn't using it at all. The
same is happening in your 'LowerOar' texture.
When using multiple pigments in a texture, the 'final' pigment is the one that's
used; any previous ones are NOT used, or are ignored. So a texture should have
only ONE pigment-- unless you want to use a pigment_map and maybe the 'average'
keyword, to actually blend several pigments togather. Like this, for example...
#declare UpperOar =
texture{
pigment{
average
pigment_map{
[1 DMFDarkOak]
[1 color rgb < 0.3686275, 0.4509804, 0.2509804 >]
}
} // end of overall pigment statement
normal { wood 0.5 scale 0.3 turbulence 0.1 }
finish { phong 1 }
rotate< 90.0, 0.0, 0.0 >
scale 0.25
}
This blends DMFDarkOak and your own color equally (because of the 1 and 1
'weights' of the two, in the pigment_map.) You could instead use 3 and 1 for the
respective weights (for example), which would blend '3 parts DMFDarkOak' to '1
part of your color'
There's also another problem in your scene, here:
#declare DMFDarkOak =
pigment {
wood
turbulence 0.04 // For best results, keep this low!
octaves 3
scale <0.2, 0.2, 1> // Scaled for a unit object
color_map {
[0.1 rgb <0.60, 0.30, 0.18>]
[0.9 rgb <0.30, 0.15, 0.09>]
}
}
Now you have re-#declared DMFDarkOak to be a different pigment entirely, for use
in your 'LowerOar' texture. But again, you are substituting your own pigment
in 'LowerOar' for this 'new' DMFDarkOak.
My suggestion would be to re-write 'UpperOar' and 'LowerOar, to use *either*
DMFDarkOak *or* your own pigment/color, but not both of those. Or use the
pigment_map trick, for a blend.
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