I have a white blob inside a character's mouth. I want it to look like
teeth. The normal gradient x doesn't give the effect I want: it looks
like narrow teeth with wide gaps and I want the opposite.
Any ideas on a quick change: I actually wish there were an INVERSE
command here!
I've summarized the problem with the following code:
//
cylinder {z*3-y,z*3,1 pigment {rgb 1}
normal{gradient x frequency 10}
}
light_source{-10*z+10*x rgb 1}
//
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