POV-Ray : Newsgroups : povray.binaries.images : More of Dan's blocks : Re: More of Dan's blocks Server Time
10 Aug 2024 05:18:56 EDT (-0400)
  Re: More of Dan's blocks  
From: Alain
Date: 9 Oct 2004 13:01:49
Message: <4168197d$1@news.povray.org>
dan B hentschel nous apporta ses lumieres ainsi en ce 2004-10-08 10:57... :

>Ok. Here's another iteration. I'm getting much closer to what I want. The
>index of refraction on the plastic walls is much too high. Need to tone it
>down a bit. Other than that. I'm getting close to wrapping this one up. I
>may add another block type or two. We'll see.
>
>Question of the week:
>
>My wood floor is macro generated, and I vary the orientation and scale of
>the floor texture randomly on a per-board basis. Is there an easy way to
>adjust the hue/brightness of the entire texture as well? Here is a code
>segment:
>
>#include "woods.inc"
>texture {
>    T_Wood2
>    scale 0.9 + rand(floor_sd)*0.2
>    rotate y * (rand(floor_sd)*4 - 2)
>    translate rand(floor_sd)
>}
>
>
>I could probably copy the TWood2 definition out of woods.inc and the update
>it appropriately, but I was hoping there was a way to do what I want
>without needing to go to that extent. I can't think of any way, though. Any
>ideas?
>
> - dan B hentschel
>  
>
>
> ------------------------------------------------------------------------
>
>
You need to manipulate the whole color_map to acheive that, from the 
woodmaps.inc file.
Another solution whould be to apply a filtering varnish over your 
texture, as an additional filtering pigment.

Alain


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