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Or alternatively you can use MLPov:
http://pov.monde.free.fr/mael/mlpov083.html
Although I have no idea whether the finish maps in MLPov will work with
UV-Mapping. Probably worth a try if the alternative is huge trees of
texture_maps where all you want is a different mapping for each finish
attribute.
Note that this is not an officially supported version of Pov, so
questions about it are best posted to povray.unofficial.patches,
otherwise some people around here might object to posts in the main
newsgroups about it.
Also, the documentation is in French, so it helps if you can read
French. Babelfish is helpful, a little (http://world.altavista.com/).
Peter D.
Slime wrote:
>>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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