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Hello,
Thomas Lake wrote:
>
> I remember a couple of people's posts to my images mentioning that a
> better way to make a flat wood surface is to use a height_field with
> matching wood texture. How exactly do you go about doing this? Would you
> place the height_field just above the surface of the wooden object?
> Would you use a wood texture created by pov as the bit map for the
> height_field?
A more simple way is to define the parameters in the pigment section also as a
normal. You have to use the same setting as in the pigment statement without the
color_map. For better understanding here is a example:
texture
{
pigment
{
wood
turbulence 0.04
octaves 3
scale <0.1, 0.1, 0.1>
color_map
{
[0.0 color rgb <0.888, 0.6, 0.3>]
[0.1 color rgb <0.888, 0.6, 0.3>]
[0.1 color rgb <0.888, 0.6, 0.3>]
[0.9 color rgb <0.6, 0.4, 0.2>]
[0.9 color rgb <0.6, 0.4, 0.2>]
[1.0 color rgb <0.6, 0.4, 0.2>]
} // End of color_map
}
normal
{
wood
turbulence 0.04
octaves 3
scale <0.1, 0.1, 0.1>
}
}
With this code you produce a wooden texture where the brighter parts of the wood
are lower than the dark ones. Just like an old wooden table in a pub ;-)
I found this tip in the German PovRay Magazine, an internet magazine in German
with a lot of good hints and tutorials. For those who understand German here is
the URL:
http://www.stud.uni-goettingen.de/~jthewes/dpmur.htm
So long,
Jan
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