POV-Ray : Newsgroups : povray.general : Details on layered textures/materials : Re: Details on layered textures/materials Server Time
3 May 2024 10:00:34 EDT (-0400)
  Re: Details on layered textures/materials  
From: Thomas de Groot
Date: 5 Apr 2024 08:03:23
Message: <660fe88b$1@news.povray.org>
Op 5-4-2024 om 13:02 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>> Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
>> am getting nowhere [drives me crazy indeed]
> 
> OK, I think you misunderstood what needed to be done.
> 
Yes, I probably did ;-)

> Change the outside material {} wrapper to texture {}
> REMOVE all of the texture {} statements inside, leaving only the texture names.
> 
OK

> That all works - the only thing I couldn't get to work is the Crand, because the
> #local/#declare thing in macros is still messed up.
> 
Yes, that is the problem I am also (still) unable to solve in a 
satisfying way, and in fact I referred to that in my post. Still 
wondering about what I assumed in my answer to Alain Martel. Is this 
Crand() macro construction defective in the texture macro compared to 
the material macro, or is something else happening...?

> 
> 
> #version 3.8;
> global_settings {assumed_gamma 1}
> 
> camera {
>   location <0, 0, -5>
>   right x*image_width/image_height
>   up y
>   look_at <0, 0, 0>
>   rotate y*clock*360
> }
> 
> sky_sphere {pigment {rgb 1}}
> 
> light_source {<100, 100, -500> rgb 1}
> 
> #include "Granite_Texture.mcr"
> 
> #declare Tex = Granite_21 ()
> 
> sphere {0, 1 texture {Tex}}

-- 
Thomas


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