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> That texture really is neat and realistic.
Why thank you! :) But do note that the "environment" is an important
component of the texture.
> How is it made?
Something like this... (if I haven't changed it since this post...)
#declare LayerA =
texture
{
pigment
{
planar turbulence 0.2
scale max_extent(Pot).y
color_map
{
[0.0 rgb <0.50,1,0.50>/12]
[0.7 rgb <0.30,1,0.50>/6]
[1.0 rgb <0.25,1,0.75>/24]
}
}
finish
{
reflection {0.1 metallic
metallic
}
normal
{
bozo warp {turbulence 0.5}
scale 3 bump_size 1
}
}
#declare LayerB =
texture
{
pigment {rgbf 1}
finish
{
reflection {0,1 fresnel}
specular 0.125 roughness 0.01
}
}
#declare PotTex =
texture {LayerA}
texture {LayerB}
#declare PotMat =
material
{
texture {PotTex}
interior {ior 1.4}
}
> Two passes to first create radiosity data and then render with final
> resolution, or for what?
One pass for radiosity data without reflections at a low resolution, and the
final at a high resolution with reflections.
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