Thanks Christoph, I think I got it now with the following changes:
//--------------------------------------
#declare M_Iris =
material {
texture {
pigment {
uv_mapping
spherical
pigment_map {
[0.1 P_Iris_Shadowed]
[0.2 P_Iris_A ]
[0.4 P_Iris_A ]
[0.5 P_Iris_B ]
[0.6 P_Iris_B ]
[0.65 P_Iris_Shadowed]
}
scale 0.37
translate <0.99, 2.075, 0>
warp { repeat 2*x }
scale 0.25
}
finish { ambient 0 diffuse albedo 0.6 specular albedo 0 emission 0 }
}
}
//--------------------------------------
While this works for SimonG2, tweaking may be probably be necessary for
the other figures.
Note that a brownish line around the iris may appear. This comes from
the sclera map and shows a little part of the original iris as the iris
mesh does not cover exactly the image (or vice versa). This can
relatively well be solved by scaling down and translating a tiny bit the
pigment in the sclera material. This is done in the present image.
Thomas
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