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In article <3e67c326@news.povray.org>,
Andreas Kreisig <and### [at] gmxde> wrote:
> In my opinion POV-Ray needs more features regarding textures similar to
> other 3D applications like alpha maps, specularity maps (!!) or image based
> displacement mapping.
Alpha maps...I've long wanted transparency separated from color. Making
transparency controllable by a pattern or function would be incredibly
powerful.
Specularity maps: better to make all finish values controllable as I
mentioned for transparency, or add a finish_map feature. I think there
are patches out there for this, I don't know how complete they are or
how well it works.
Displacement mapping: this has been discussed a *lot* on these groups.
It would require automatic tessellation of all objects, and is generally
a huge amount of work before you even get to the displacement features.
I've done a little work on it, so have a few other people.
> The textures in POV-Rays include files are powerfull but in most
> cases not very realistic.
Most of them were written long ago, before there was even radiosity. A
new set of includes using macros and the more modern texture features
could be far more powerful and realistic.
> Or you have not enough control about
> them, e.g. if you need rust or specularity only on special areas. In this
> cases you actually need an image map so that you can define these areas
> exactly.
This is something you generally need to make custom textures for.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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