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jute nous apporta ses lumieres en ce 19/08/2006 11:12:
> Ross <rli### [at] everestkcnet> wrote:
>> #declare n1 = normal_map {
>> #local n = 10;
>> #local cn = n;
>> #while (n > 0)
>> [!1/cn! granite 0.025 scale <1, 0.1, 0.1> rotate (360/cn * n)*z]
>> #local n = n - 1;
>> #end
>> }
>
> I've marked a suspicious spot with exclamation marks;
> you probably intend to have 1/n there?
>
> --
> jussi
>
>
He's using that in an average pattern. In that case, it's perfectly OK to have
each entry share the same value there, it's a ponderation value. That way, all
normals have the same impact.
From the documentations:
Technically average is not a pattern type but it is listed here because the
syntax is similar to other patterns. Typically a pattern type specifies how
colors or normals are chosen from a pigment_map, texture_map, density_map, or
normal_map , however average tells POV-Ray to average together all of the
patterns you specify. Average was originally designed to be used in a normal
statement with a normal_map as a method of specifying more than one normal
pattern on the same surface. However average may be used in a pigment statement
with a pigment_map or in a texture statement with a texture_map or media density
with density_map to average colors too.
When used with pigments, the syntax is:
AVERAGED_PIGMENT:
pigment
{
pigment_map
{
PIGMENT_MAP_ENTRY...
}
}
PIGMENT_MAP_ENTRY:
[ [Weight] PIGMENT_BODY ]
Where Weight is an optional float value that defaults to 1.0 if not specified.
This weight value is the relative weight applied to that pigment. Each
PIGMENT_BODY is anything which can be inside a pigment{...} statement. The
pigment keyword and {} braces need not be specified.
--
Alain
-------------------------------------------------
"Having a smoking area in a restaurant is like having a peeing area in a pool."
--Thomas Pfeffer, American Heart Association
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