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Only thing I might suggest is to try is:
texture{
dents
scale <.03, .05, .03>
turbulence .75
texture_map{
[0 MaskTex_1]
[0.05 MaskTex_1]
[0.2 MaskTex_1]
[0.25 MaskTex_1]
[0.95 MaskTex_2]
[1 MaskTex_2]
}
}
or some such similar thing to keep from blending the textures so much.
The fact that the outline of the mask is still conforming only to the
actual object shape doesn't help for these sorts of things either.
But there could be a problem with the normals getting washed out by
being in a texture_map too. This usually requires bumping up (excuse the
pun please) the normal amounts before they go into the final texture.
Hope I helped and not hindered :)
Martin Magnusson wrote:
>
> Oh, maybe I should post the texture definition as well:
>
> #declare MaskTex_1 =
> texture{
> pigment{
> rgb 1.1
> }
> finish{
> metallic
> specular .6
> roughness .001
> reflection .12
> brilliance 4.2
> }
> normal{
> dents
> scale .3
> normal_map{
> [0 dents -.1 scale <.03, .05, .05>]
> [1 bumps 1 scale <.03, 1, 1>/9]
> }
> }
> }
>
> #declare MaskTex_2 =
> texture{
> pigment{
> bozo
>
> r_map{
> [0 rgb <1, .85, .8>/1.1]
> [1 rgb <1, .85, .8>/1.25]
> }
> scale .25
> }
> finish{
> metallic
> specular .1
> roughness .006
> reflection .02
> brilliance 4
> }
> normal{
> bumps -.3
> scale <.02, .04, .04>
> }
> }
>
>
> texture{
> dents
> scale <.03, .05, .03>
> turbulence .75
> texture_map{
> [0 MaskTex_1]
> [0.2 MaskTex_1]
> [1 MaskTex_2]
> }
> }
>
>
> --
> Martin Magnusson
> e-mail: Mar### [at] studentuuse
> www-site: http://www.geocities.com/SoHo/9946/
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aolcom?PoV
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