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Marc-Hendrik Bremer wrote:
> That looks really good!
cheers!
>
> Unfortunately I don't get how it works. Does it work, because the
> proximity_pattern is not 100% accurate, or why? Perhaps you can offer some
> very simple pseudo_code to show where you used which texture and such - I
> really would like to know how it works!
..pseudo_code
#declare obj =
object{
//nice geometry ..
}
#declare dirty_texture{
//texture for the recessed regions
}
#declare shiny_texture{
//texture for raised regions
}
//..and then..
object{
obj //?-----include the object
texture{
proximity{//these are roughly the settings i used
obj //?---------reference the same object!!
.8
samples 35
//sample_weighting ?0,0,0>
sample_bailout 10
max_density 1
type 0
method 1
sides 2 //needs to be 2 sided testing
}
texture_map{
[0 dirty_texture] //?------innermost _map location
[1 shiny_texture] //?------outermost _map location
}
}
}
Should i not have posted this code here?
Does this make it a bit clearer? The key really is just using the same object
to reference in the proximity_pattern.
Anyway, pretty simple and general. Give it a go!
Now ijust need to test it with other objects! It wouln't be very useful if it
just worked on spheres!
benp
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