POV-Ray : Newsgroups : povray.advanced-users : textures, uv_mapping, and global normals : Re: textures, uv_mapping, and global normals Server Time
26 Jul 2024 21:02:00 EDT (-0400)
  Re: textures, uv_mapping, and global normals  
From: Bald Eagle
Date: 22 Sep 2020 20:10:00
Message: <web.5f6a91889d9b31d91f9dae300@news.povray.org>
So, I did a small experiment that seemed like it worked, but there seems to be
no difference between using the normal inside the uv-mapped texture like this:

texture {pigment {rgb 1} normal {granite scale S}}

and applying the normal after/outside of the uv-mapped texture like this:

texture {pigment {rgb 1}}
normal {granite scale S}

But on the large scale, I still get extremely bad tiling of the individual
"local normal space" in the big scene - which is now 48,000 include files.  Each
bicubic_patch is made "in-place" with calculated control points - nothing gets
defined at the origin or translated.

They all get textured with some variation of:

uv_mapping
texture {F_0039_0037_default}
normal {F_0039_0037_normal}
#if(ShowLabels) texture {F_0039_0037_UVLabel} #end
interior_texture {pigment {rgb <1, 0, 0>}}

So I'm --- puzzled, and frustrated.
There must be some tiny little thing that I'm completely overlooking....


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