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I remember, there was something like this in Megapov ... Never tried it,
though
Now I've come along a situation, where I'd need it ... is this in 3.5 ?
PovDoc doesn't reveal anything 'bout it ...
I have some textures, used inside a texture_map ...
It would be a lot of work, to divide it into pigment_map, normal_map... and
finish_map isn't possible
Reverse transformation of these inner textures is hard to compute ...
So easiest would be a reset_children thingie ..
suggestions ?
My code looks something like this :
-------------------------------
#declare LPos=f1(clock);
#declare SphPos=f2(clock);
#declare Tex1=texture {
pigment { ...
}
normal {...
}
finish {...
}
scale ...
translate ...
}
#declare Tex2=texture {
pigment { ...
}
normal {...
}
finish {...
}
scale ...
translate ...
}
#declare Tex=texture {
gradient vnormalize(SphPos-LPos)
scale 2
translate vnormalize(LPos-SphPos)
texture_map {
[0.0 Tex1]
[1.0 Tex2]
}
}
--------------------------------------------
as you can see, Tex1 and Tex2 will be transformed together with Tex, but they
should
stay, where they are...
--
[Talking about cardriving]
"People are opstacles?
Oh...I always treat them as bonus points..." [Ian Burgmyer in p.o-t]
// Jan Walzer <jan### [at] lzernet>
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