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Travis Barton wrote:
>
> Yea I know, about #include but how do you know that it's S_Cloud1?
My mistake. It's been a long time since I have even looked at the include
file since I usualy make all of my own.
Then include files that have multilayed textures are formated in such a
way that each texture component is predeclared as individual pigments.
It is later then combined in a declared texture statement. The S_Cloud1
you reference is one of those predeclared pigment statments. By itself
it probably will not look good as a cloudy sky and requires the other
components to look right. If you really want to try it as a stand alone
texture you would use it like this:
Note: the include I mentioned earlier should have been skies.inc
and not clouds.inc
#include "skies.inc"
sphere { < 0, 0, 0 >,1
texture {
pigment { S_Cloud1 }
} // end texture
scale 200 // scale the sky to the size needed for your scene
} // end sphere
Usualy most people use the premade textures in that file like this:
#include "skies.inc"
sphere { < 0, 0, 0 >, 1
texture { T_Cloud1 }
scale 200 // scale the sky to the size needed for your scene
} // end sphere
All of the includes use a similar scheme to note which is a texture by
using a "T" in the declaration. For example T_Stone_1A, T_Gold_5E etc.
--
Ken Tyler
mailto://tylereng@pacbell.net
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