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Is it okay to have two finishes in the same texture? For instance:
texture
{
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXRefl }
}
Thanks.
Michael
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Same question for normals.
e.g.
texture
{
pigment { InPigment }
finish { InFinish }
normal { InNormal }
normal { bumps InAmount }
}
Is having two normal statements in the same texture block okay?
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On 1-7-2019 7:53, Mike Horvath wrote:
> Same question for normals.
>
> e.g.
>
>
> texture
> {
> pigment { InPigment }
> finish { InFinish }
> normal { InNormal }
> normal { bumps InAmount }
> }
>
> Is having two normal statements in the same texture block okay?
Have you tried to render this? If the render doesn't crash, it is ok I
suppose, but I frankly do not understand the advantage of this.
--
Thomas
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On 7/1/2019 2:46 AM, Thomas de Groot wrote:
> On 1-7-2019 7:53, Mike Horvath wrote:
>> Same question for normals.
>>
>> e.g.
>>
>>
>> texture
>> {
>> pigment { InPigment }
>> finish { InFinish }
>> normal { InNormal }
>> normal { bumps InAmount }
>> }
>>
>> Is having two normal statements in the same texture block okay?
>
> Have you tried to render this? If the render doesn't crash, it is ok I
> suppose, but I frankly do not understand the advantage of this.
>
I am working with someone else's code, and am not sure how to tell if a
test scene is working or not.
Michael
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On 7/1/19 1:53 AM, Mike Horvath wrote:
> Same question for normals.
>
> e.g.
>
>
> texture
> {
> pigment { InPigment }
> finish { InFinish }
> normal { InNormal }
> normal { bumps InAmount }
> }
>
> Is having two normal statements in the same texture block okay?
well i'd think it would be allowed (not crash) however last statement
would be in affect... an option if you /really/ want more than one:
http://wiki.povray.org/content/Reference:Layered_Textures
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Le 19-07-01 à 01:53, Mike Horvath a écrit :
> Same question for normals.
>
> e.g.
>
>
> texture
> {
> pigment { InPigment }
> finish { InFinish }
> normal { InNormal }
> normal { bumps InAmount }
> }
>
> Is having two normal statements in the same texture block okay?
In the first case :
texture
{
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXRefl }
}
The first finish block should set the ambient and diffuse parameters.
The second should set phong highlights and reflection, hopefully without
affecting the ambient and diffuse.
May not work as intended. it would be better to merge the two.
In the second case, with two normal blocks, both are evaluated and the
results averaged into a single combined normal.
This is why, when you use multiple normals to get blurred reflection,
you need to average multiple whole textures and not only the normals.
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On 7/1/2019 2:10 PM, Alain wrote:
> In the second case, with two normal blocks, both are evaluated and the
> results averaged into a single combined normal.
> This is why, when you use multiple normals to get blurred reflection,
> you need to average multiple whole textures and not only the normals.
I did not realize that. Before a few days ago I assumed multiple normals
in one texture would just throw an error.
Michael
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On 7/1/2019 6:44 AM, Jim Holsenback wrote:
> however last statement would be in affect...
Yeah, I was afraid the second block would cause the first block to be
ignored.
Michael
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On 7/1/2019 2:10 PM, Alain wrote:
> In the second case, with two normal blocks, both are evaluated and the
> results averaged into a single combined normal.
> This is why, when you use multiple normals to get blurred reflection,
> you need to average multiple whole textures and not only the normals.
In the case of LEGO bricks, each brick has a default slightly wavy
normal. Some sloped (inclined) bricks have a rough texture, however, and
an additional normal is applied to simulate this.
Does this make sense? Do you think this is realistic? Thanks.
Michael
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