William F Pokorny <ano### [at] anonymousorg> wrote:
> A trick I find useful when working with maps is to hard code a value as
> follows using function{} :
>
> // pigment_pattern {NR_wood_grain}
> function { 0.91 }
> texture_map {...}
I'm not quite following what you're doing with the function{} here.
> and doing this in your scene tells me the problem (two value issue) is
> with the NR_wood_grain pigment though nothing pops out at me...
I did have a bit of trouble getting the NR_wood_grain to work as a pigment
pattern, but now I'm in a weird intermediate limbo-state where it SORT OF
works... :|
> You can use differing normals and finishes in your texture_map, but you
> have to have added those to the original texture definitions as Thomas
> suggested or make your texture_map entries each something like:
>
> [0.9 pigment {} normal {} finish {}]
Yes, that makes sense - I had sort of suspected something like that when I got
the "can't do that with a layered texture" message. Thanks for clearly
confirming.
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