> have you got any idea of how to implement specular maps and shininess
maps?
> 3DS materials can have both of them.
Specularity/reflection are properties specified in the finish{} block. Since
you can't have a finish map in the official version of POV-Ray, you have to
use a texture_map. So you might want to predefine your pigment and use it in
each entry of the texture_map:
#declare thepigment = pigment {...}
texture {
tga "finishmap.tga"
texture_map {
[0 pigment{thepigment} finish{specular 0}]
[0 pigment{thepigment} finish{specular 1}]
}
}
- Slime
[ http://www.slimeland.com/ ]
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