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this one (makeup) was:
#declare makeup_color = rgb <0.6, 0.3, 0.1>;
#declare skin_makeup =
texture {pigment { shader {shader_file "skin.slp"
"As" 1
"skinColor" makeup_color}}
finish {ambient c01*0.05+0.2 diffuse 0.6
specular 0.7 roughness 1/20 brilliance 4
metallic 0.5
}}
How you will place it, this depends of kind of object:
In one render I used twice patterned texture_map:
gradient, with one strip through the eyes, which contains scaled leopard
In second, I used UV mapping from imported objects, on mesh 2,; this is
much easier.
In third, I used UV mapping from imported objects, on bezier patches; this
needs applying a texture to every single patch.
-in case of blobs, you only need to apply a texture to single blobs.
Anto
ant### [at] matkoviccom
http://matkovic.com/anto
"Greg M. Johnson" <"gregj;-)56590\""@aol.c;-)om> wrote in message
news:3c7fad4d@news.povray.org...
> I'm skipping on POV-Man, but the ideas you gave me offer a marked
> improvement.
>
> Interestingly, as I study an 800 x 600, I note that it looks just like
"real
> human skin with makeup on it."
>
> You wouldn't be rendering images of pretty women would you???
>
>
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