|
|
"Kenneth" <kdw### [at] gmailcom> wrote:
> Since the use of the function requires a color component to be chosen, I used
> .blue
> because the blue color in this particular image_map is the dominant one, with
> the most gradations. Using .red, .green, or .gray shows practically no effect.
>
> I don't presently know how to use the *complete* range of colors in the image,
> as a way to pick out the normal patterns in the normal_map-- like, red for
> bumps, green for granite, and blue for a third normal pattern. It would *seem*
> to be possible, though, with some SDL/function tricks(?)
I started coding a function this morning, and just got back to it now.
Glad to see ole' Kenneth Walker is keeping his Northern namesake on his toes
with the speedy competition. ;)
Try some of this out, and see what you think:
#declare Type = 1;
#switch (Type)
#case (0)
box {<0, 0, 0>, <1, 1, 0.1>
texture {pigment {Blue*0.5} finish {specular 0.4}}
normal {bump_map {png "PovLogo.png" once} bump_size 2}
}
#break
#case (1)
#declare BumpMap = function {pigment {image_map {png "PovLogo.png"} }};
box {<0, 0, 0>, <1, 1, 0.1>
texture {pigment {Blue*0.5} finish {specular 0.4}}
//normal {function { BumpMap (x, y, z).gray}}
normal {
function {
BumpMap (x, y, z).red +
BumpMap (x, y, z).green +
BumpMap (x, y, z).blue}
}
}
#break
#end
Post a reply to this message
|
|