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don't know if this is doable, but here it goes....
I don't think that your gyroscope is made out of only a few pieces of wood,
but I would guess that there are more seperate parts of wood per surface.
what I'm trying to say is this: think about how you would go about
constructing this in real life... what parts do you need? then have that
come back in the picture. you would get seams and textures that don't flow
on over whole surfaces.
also/mainly: take a look at the big block of wood with the arrow on it. Is
that possible? the texture seems off to me. a tree grows in circles, but I'm
not able to translate that block to some shape that would make the texture
circular, if you know what I mean...
"jfmiller" <jfm### [at] hotmail com> wrote in message
news:3d63e0da$1@news.povray.org...
> Thank you all for your help. Here is the new version. I still think I
need
> to play with the orientation of the wood texture on the upper part of the
> bace but at least now it doesn't look like it's been atacked by a Zebra.
>
> I'm not going to worry too much about adding something like a sky sphere
to
> reflect sence this modle will end up in a larger seen with walls roof and
> objects to provide reflecting texture.
>
> Once again thanks for the help.
>
> JFMILLER
>
>
> "Martin Magnusson" <lov### [at] frustratedhousewives zzn com> wrote in
message
> news:3D6### [at] frustratedhousewives zzn com...
> > The brilliance keyword is pretty important when working with metal
> > textures. Bump it up to brilliance 5 or 10 or so. Also, reflective
> > surfaces need something to reflect in order to look good. Try adding a
> > sky_sphere.
> >
> > And as jfmiller said, rotate the wood pattern. I would try rotate x*95
> > for the wooden cylinder.
> >
> > / martin
> >
>
>
>
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