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Philippe,
Just used this last version of the plugin for the first time (and in Moray
RC2): One way or another, 'texture' and 'interior_texture' have been
switched, on the tool bar first of all, and then also when rendering (if you
follow what I mean...), the 'interior_texture' being displayed outside and
the 'texture' on the inside of the shell.
Thomas
"Philippe_Gibone" <Ph.### [at] wanadoo fr> schreef in bericht
news:3efd78fe$1@news.povray.org...
> Hi There,
>
> Version 1 of the SeaShell plugin is available in moray.binaries.
> For an explanation of the parameters see :
> http://www.math.arizona.edu/~lega/195/Fall99/lectnotes/lect8/sld002.htm
>
> You will notice that I'm using TextEdit instead of EditBox to
display/input
> the parameters, this is due to a limitation of FullMoon, and to the needed
> huge range of values (100 to 9e-017).
> Avoid using Copy/Paste, it hangs Moray, this is due to a limitation of
> FullMoon, you can use duplicate.
>
> If you use the interior texture, the standard texture MUST be a genuine
> texture, not a material (just check the "mesh2 texture..." in the
properties
> dialog of the texture)
>
> The Rim is always the same texture as the interior (may change in future
> releases)
>
> The Nodule Step Divider is not used so far.
>
> The Ellipse and Spiral Step Multiplier are just a way to have a speedier
> wire frame, you can set it to 5 (the default) to create the global shape
> (without nodules, ripples or waves) of the shell, then to 1 for the
details,
> and finally to 10 when you are done with the shell and you want to work on
> some other part of the scene. it doesn't affect the rendering.
>
> The future :
> A Nodule Step Divider (to have a smaller step around the nodules)
> uv-mapping, mesh-texturing
> new function for Spiral, Ellipse and Waves
> several nodules instead of one
> adding some noise
> adding a thickness
>
> I'm waiting for your comments.
>
> pgb
>
>
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