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Well, thanks for thanks...
General idea for hair finish, esspecially for blonde or red or brunnete is
again this, metallic 1,
or avoiding white highlights.
Next is playing with Greg Ward Larson anisotropic snader, producing
something like a burning red hair (this one also needs POVMan):
#declare hair_tex_aniso =
texture{
ent{
shader{
shader_file "aniso.slp"
"xroughness" 0.1
"yroughness" 0.7
"brush_direction" <0,0.5,0>
"Kd" 1
"Ka" 1
"Ks" 1.4
"Cs" hair_color
}}
finish{ambient 0.2 diffuse 0.32}
normal {bozo 0.2 scale hair_scale}
}
#declare hair_tex_standard =
texture{
pigment{
hair_color}
finish{ambient 0.2 diffuse 0.6 specular 0.4 roughness 1/100 metallic 1}
}
#declare hair_texture = texture { bozo scale hair_scale
texture_map {[0 hair_tex_aniso]
[0.3 hair_tex_aniso]
[0.6 hair_tex_standard]
[1 hair_tex_standard]}warp { reset_children}}
"Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message
news:3c7e8d2f$1@news.povray.org...
> Wow thanks! I actually found an example of yours on the net somewhere, but
> it looked like an include with too many variables left undefined in the
> snippet of code i ran across.
>
> I am a texture newbie. Your example with the skin finish is great.
>
> Can you give me just a general idea for hair finish? My first impulse is to
> say finish{phong 1} with absolutely everything I do.
>
>
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