Christoph Hormann wrote:
> LightBeam wrote:
>
>>
>> It's an excellent news ! I found megapov very impressive but... Where
>> is the
>> finish_map patch that was included in mlpov 0.83 ? I don't think that
>> patch
>> was:
>>
>> - buggy
>> - incomplete
>> - published too late to be included
>> - incompatible to POV-Ray 3.6 (I don't really know)
>> - no one found the time to add it (Really ;-) or in beta 2 ??)
>> - did not appear useful (I don't think so...)
>
>
> Well - that one is difficult. When i had a look at it i found it quite
> badly designed (or at least unusual). The syntax was not easy to use
> and misleading - specifying functions instead of floats without a
> wrapping function{} is not a good idea (*). Also i think Mael
> considered it incomplete - he wanted to add support for anisotropic
> finishes IIRC.
>
> In fact 'finish map' is a misleading name - a finish map would be
> something like:
>
> texture {
> pigment { ... }
> finish {
> bozo
> finish_map {
> [0 Fin_1][1 Fin_2]
> }
> }
> }
>
> (*) if it is nor clear what i mean imagine the following variation of
> the sample in the MlPOV manual:
>
> #declare fct = function { pigment { checker color rgb 0 color rgb 1
> scale .1 } }
>
> sphere { ...
> finish {
> uv_mapping
> reflection { fct (1) }
> }
>
> Should that be an incorrect call to function fct() or a function based
> reflection minimum and a constant reflection maximum?
>
> Christoph
>
I certainly understand the drawbacks with the implimentation. Just want
to add that I think it renders real world situations where the
depressions in a texture have a different finish that the protrusions.
So I find the functionality useful. There are workarounds I know but it
adds power and flexibility I thought.
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