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Regarding alpha maps, you can do that with image maps as well as using
transmit and filter components in pigments, if I understand you correctly.
Otherwise, layering textures wouldn't make sense at all. Maybe I
misunderstood.
Either mlpov or megapov has "finish maps", which I haven't tried yet, but
which sounds intriguing. I think it's part of mlpov.
As for the texture includes, I generally start using them for test-renders,
and then end up creating my own textures, pigments, finishes, etc., as I
generally dislike the ones in the includes. (Sorry)
--
Slash
"Andreas Kreisig" <and### [at] gmxde> wrote in message
news:3e67c326@news.povray.org...
> Slashdolt wrote:
>
>
> > I'm not sure if people simply don't notice, aren't sure what to do about
> > it,
> > or run out of time, or what. I feel like we need a phrase similar to,
> > "Location! Location! Location!" (Textures! Textures! Textures!). Anyone
> > can create a box, but creating a box with a 3-layer texture and some
sort
> > of
> > normal plus a great finish can really pull it into reality. So many
> > images could become incredible images if people would simply spend more
> > time on the textures.
>
> In my opinion POV-Ray needs more features regarding textures similar to
> other 3D applications like alpha maps, specularity maps (!!) or image
based
> displacement mapping. The textures in POV-Rays include files are powerfull
> but in most cases not very realistic. Or you have not enough control about
> them, e.g. if you need rust or specularity only on special areas. In this
> cases you actually need an image map so that you can define these areas
> exactly.
>
> Regards,
> Andreas
>
>
> --
> http://www.render-zone.com
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