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hmm...
maybe I'll try editing the tiff file (and converting it to another format so
POV-Ray can read it.) to a stony texture and try it that way.
Back to the pov'ing board. . .
Sigh. I may never have a social life again. . .
:)
-Dayv
"Batronyx" <bat### [at] alliancecable net> wrote in message
news:3c40d7d4$1@news.povray.org...
> > It's not a mesh 2. Just a regular mesh. I figured out what the problem
> > was. The .inc file generated by PoseRay included uv_mapping that I
thought
> > I had commented out. I didn't want to use the texure supplied by Poser
> > anyway. The texturing was done in an "object" statement in the .pov
file.
> > I renedered the scene in both 3.5 and megapov 0.7 and got the same
results.
> > It wasn't until I tried rendering with 3.1 that I found I had missed a
bunch
> > of uv_mapping tags. When I removed those everything worked fine!
>
> I forgot about the new uv_mapping abilities of the regular mesh. I guess
it
> happens there too.
>
> > I guess
> > normals and uv_mapping don't get along well? I've never used uv_mapping
at
> > all so I have no idea.
> >
>
> I'm no expert myself, but I would expect that the image the uv coords map
into
> is declared as a texture statement somewhere. I would also therefore
expect one
> could add a normal statement there to get bumps. I would also expect that
for
> good results, it should probably be based on another image(grayscale) but
> anything there should produce something bumpy.
>
> I'll have to give it try later. I'm going to need to know all of this soon
> anyway.
>
> > Thanks. Now that I've got the normal to work, I'm going to fine tune it
> > 'till I like the way it looks!
> >
> Keep pluggin! :)
>
>
> --
> light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate
J+O}
> #end#macro
B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
> 10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx
^"^
>
>
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