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Is there a way to blend textures, as in texture_map, but using angle of
normal as a pattern?
So that "walls" - surfaces like :
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| plane { x,0 } or plane { z,0 }
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will have texture A, and flat surfaces like
----- plane { y,0 }
would have texture B, and
plane { y,0 rotate x*45 /* or z*45 */ } will be 50% A and 50% B
I want to use it for rusty ship - so that deck floor would have quite
normal surface, and all walls will have "water steams" / rust (like this
marks under windows, etc)
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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spa### [at] raf256com news:Xns9590382047634raf256com@203.29.75.35
> would have texture B, and
> plane { y,0 rotate x*45 /* or z*45 */ } will be 50% A and 50% B
So its something between MlPov's, and 3.6 faced normal pattern.
It would be excelent to have possibility of using:
pigment {
function { normal.z }
}
where normal is normal vector of given surface in currently evaluated
point. Or is something like this already available?
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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On 27 Oct 2004 23:28:33 -0400, "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> Is there a way to blend textures, as in texture_map, but using angle of
> normal as a pattern?
Slope pattern can help you
http://www.povray.org/documentation/view/3.6.1/393/
ABX
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abx### [at] abxartpl news:nm31o0tr572ves5e3u1jm6ivavo9qd70l4@4ax.com
> http://www.povray.org/documentation/view/3.6.1/393/
>
Yeap, it did, thanx.
Btw - isn't there any way to use it in a function?
Like:
pigment {
function {
f_slope.x + x*2 + f_bozo(x,y,z)
}
}
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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