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Christopher James Huff wrote:
>
> [...]
>
> One possibility would be to allow you to specify a function for any
> float, color, or vector value in the finish...would that satisfy you? ;-)
This has already been done in mlpov (a french patch):
Dans la partie finish d'une texture, au lieu d'un float ou d'une couleur
fonction. Attention il faut que la fonction retourne une valeur/une
finish {
[uv_mapping]
ambient COLOR | VECTOR_FUNCTION_IDENT | VECTOR_FUNCTION
diffuse Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
brilliance Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
phong Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
phong_size Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
specular Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
roughness Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION (Cf. warning)
reflection COLOR | VECTOR_FUNCTION_IDENT | VECTOR_FUNCTION
reflection {
Color_Reflection_Min | VECTOR_FUNCTION_IDENT | VECTOR_FUNCTION
,
Color_Reflection_Max | VECTOR_FUNCTION_IDENT | VECTOR_FUNCTION
falloff FLOAT_FALLOFF | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
exponent FLOAT_EXPONENT | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION (Cf.
warning)
}
irid {
Irid_Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
thickness Amount | FLOAT_FUNCTION_IDENT | FLOAT_FUNCTION
}
}
See: news://news.zoo-logique.org/aj8g57%241i8%241%40hebus.grizzlydev.com
I have not tried it yet, but it seems to work. It would of course be good
if the functions would also take into account the other intersection
information (i.e. normal, ray direction).
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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