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> The thing I'm having trouble with now are things like skining the
> wheels/tires etc, I cant seem to make my cars as nice as the one you
> put up here!
You just have to play about with all the texture #declares. For example,
with the tyres you probably want to make the diffuse amount lower, like 0.1
or 0.2 to make them appear black rather than light grey. You also should
add a "finish" statement to the main body texture, so that you can add some
specular and reflection amounts.
I just used trial and error to work out which other textures affected
different parts of the car, and modified them accordingly. In the POV
source there should be comments before each texture saying what the texture
skin file name is, so that should be a bit of the clue.
You can also make some quite funky skins by just using built-in POV SDL code
for the textures rather than bitmaps, like colour gradients, stripes,
patterns etc.
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ts wrote:
> "scott" <sco### [at] spam com> wrote:
>
>>> Thats incredible! Are you at all thinking about releasing that
>>> program??
>>
>> You can get it from my website:
>>
>> www.scottboham.co.uk/sw
>>
>> Any problems give me a shout as I haven't really tested it properly,
>> I just got it working last night.
>
> you say on your site that one must download the meshes.
> which download? CMX Viewer S2N?
> with dialup I'm not in a position to guess. ;)
Yes, the CMX Viewer S2N zip file. This includes the meshes for all the
cars, but no textures. It will work fine with my program, you'll just get a
plain grey car to skin yourself in POV!
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"scott" <sco### [at] spam com> wrote in message news:435c9641$1@news.povray.org...
> > The thing I'm having trouble with now are things like skining the
> > wheels/tires etc, I cant seem to make my cars as nice as the one you
> > put up here!
>
> You just have to play about with all the texture #declares. For example,
> with the tyres you probably want to make the diffuse amount lower, like
0.1
> or 0.2 to make them appear black rather than light grey. You also should
> add a "finish" statement to the main body texture, so that you can add
some
> specular and reflection amounts.
>
> I just used trial and error to work out which other textures affected
> different parts of the car, and modified them accordingly. In the POV
> source there should be comments before each texture saying what the
texture
> skin file name is, so that should be a bit of the clue.
>
> You can also make some quite funky skins by just using built-in POV SDL
code
> for the textures rather than bitmaps, like colour gradients, stripes,
> patterns etc.
>
>
Ok, great stuff, thanks very much for the info!
Cheers Dre
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