Ok. Here's another iteration. I'm getting much closer to what I want. The
index of refraction on the plastic walls is much too high. Need to tone it
down a bit. Other than that. I'm getting close to wrapping this one up. I
may add another block type or two. We'll see.
Question of the week:
My wood floor is macro generated, and I vary the orientation and scale of
the floor texture randomly on a per-board basis. Is there an easy way to
adjust the hue/brightness of the entire texture as well? Here is a code
segment:
#include "woods.inc"
texture {
T_Wood2
scale 0.9 + rand(floor_sd)*0.2
rotate y * (rand(floor_sd)*4 - 2)
translate rand(floor_sd)
}
I could probably copy the TWood2 definition out of woods.inc and the update
it appropriately, but I was hoping there was a way to do what I want
without needing to go to that extent. I can't think of any way, though. Any
ideas?
- dan B hentschel
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