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Thanks for the suggestion. I experimented with this idea some and it helped the
appearance of the problem, but didn't completely eliminate it. I think further
experimentation may come up with a normal that will hide the problem, but I'm
going to follow Moon47's suggestion that since the mountain range is going to
be in the distance, I don't really need smoothing.
Once again, thanks,
RJay Hansen
e-mail: rha### [at] 2540dpif2scom
http://www.2540dpi.f2s.com
Mick Hazelgrove wrote:
> This often happens, just use a heavy normal eg normal{bumps 100 scale .1} or
> whatever a varied color map and anything else you can think of.
>
> Just lately I've been using the following technique a lot it may help
>
> normal{
> spiral1 2 frequency 10 normal_map{
> #declare Count = 1;
> #while(Count<10)
> [ 1 agate 2.5/Count turbulence .25 scale 2/Count]
> [ 1 crackle .75/Count scale 2/Count]
> [ 1 bumps 1/Count turbulence .55 scale 2/Count]
> #declare Count = Count+1;
> #end
> }
>
> hope this helps
>
> Mick
>
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