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'orthographic' camera would be wise, prevents distortions caused by the
default 'perspective' camera, when making image_maps with procedural
textures.
I most often use the normal "twin", as Jan suggested. Much quicker and
easier if all you want is a better textured surface than color alone.
The HF method is best, however, if needing true depth to the surface
(albeit, usually planar).
GrimDude wrote:
>
> Thomas Lake wrote in message <370C4A62.DE542FBF@home.com>...
> >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?
> >
>
> Ken is right of course. This is overkill. The effect, however, is more
> effective then a simple normal, or bump.
>
> Here is a sample file to create the hf:
>
> ----------------
>
> #include "Colors.inc"
> #include "Textures.inc"
> #include "Woods.inc"
>
> global_settings { hf_gray_16 }
>
> box { <-5,-5,5>,<5,5,5.1> texture { T_Wood21 scale <5,25,5> translate
> 45*x } }
>
> camera { location <0,0,-3> direction z look_at 0 }
> light_source { <0,0,-3> color rgb 1 shadowless }
>
> --------------------------
>
> Put the resulting image in a directory from your Pov library path, and then:
>
> --------------------------
>
> #declare FloorBoard = height_field { tga "Plank21.tga" smooth translate
> <-.5,-.5,-.5>
> texture { T_Wood21 scale <5,5,5> translate 45*x } scale <2,.25,50> }
>
> --------------------------
>
> Just an example.
>
> GrimDude
> vos### [at] arkansasnet
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