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Hey, I was under the impression that the slope pattern did not take into
account any normal statements in the texture, but it seems it does, at least
now.
This is very good in some situations and very bad in others. What do others
think?
It's even possible to create normals based on the slope - and these normals
are then again taken into account in other slope patterns for that surface,
like in the pigment. This is strange somehow, because either it would
involve recursive calls, or else the order in which texture elements are
calculated internally must somehow affect the result. Further investigation
from others needed I guess.
Here's an example scene:
camera {location -10*z angle 18}
light_source {<100,0,-200>, color 1}
sphere {
0, 1
pigment {
slope -y
color_map {
[0,red 1]
[1,blue 1]
}
}
normal {
slope -y
normal_map {
[0.45, bumps 1 scale 0.2]
[0.55, crackle 1 scale 0.3]
}
}
finish {ambient 0 diffuse 1}
}
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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