POV-Ray : Newsgroups : povray.newusers : Specularity, Emit, and bump maps in POVRAY Server Time
24 Nov 2024 04:18:18 EST (-0500)
  Specularity, Emit, and bump maps in POVRAY (Message 1 to 2 of 2)  
From: chips24
Subject: Specularity, Emit, and bump maps in POVRAY
Date: 12 Aug 2010 23:05:01
Message: <web.4c64b57460f0ceb53bf17f350@news.povray.org>
I was looking through the 270 page manual for povray and i was wondering if it
was possible to apply specularity maps, and if so- how?


Post a reply to this message

From: FlyerX
Subject: Re: Specularity, Emit, and bump maps in POVRAY
Date: 13 Aug 2010 05:14:57
Message: <4c650d11$1@news.povray.org>
On 8/12/2010 10:01 PM, chips24 wrote:
> I was looking through the 270 page manual for povray and i was wondering if it
> was possible to apply specularity maps, and if so- how?
>
>
>

I am sure it can be optimized but this is how is done in PoseRay for 
POV-Ray output (thanks to several suggestions in this newsgroup):

#declare PR_MAP_DIFFUSE = pigment {image_map{jpeg 
"E:\3D\textures\00.jpg" interpolate 2 transmit all 0}}
#declare PR_MAP_SPECULAR = pigment {image_map{jpeg 
"E:\3D\textures\60.jpg" interpolate 2 }}
#declare PR_DIFFUSE=PR_MAP_DIFFUSE;
#declare F1=finish{specular 0 //Max highlight intensity: 0 -> 1
                    roughness 0.09632328 //surface roughness: 0.0005 -> 1
                    phong 0 phong_size 0 //Phong specular disabled
                    ambient rgb <0.00,0.00,0.00> //ambient RGB color: 
0->1 for each component
                    diffuse 0.6
                    reflection{0} conserve_energy //reflection amount: 0 
-> 1
                    }
#declare F2=finish{specular 0 //Max highlight intensity: 0 -> 1
                    roughness 0.0005 //surface roughness: 0.0005 -> 1
                    phong 0 phong_size 0 //Phong specular disabled
                    ambient rgb <0.00,0.00,0.00> //ambient RGB color: 
0->1 for each component
                    diffuse 0.6
                    reflection{0} conserve_energy //reflection amount: 0 
-> 1
                    }
material{
          texture{uv_mapping
                  pigment_pattern{PR_MAP_SPECULAR translate<0,0,0> 
scale<1,1,1> translate<0,0,0> rotate<0,0,0> translate<0,0,0> }
                  texture_map{
                              [0
                                 pigment{PR_DIFFUSE translate<0,0,0> 
scale<1,1,1> translate<0,0,0> rotate<0,0,0> translate<0,0,0> }
                                 finish{F2}
                              ]
                              [1
                                 pigment{PR_DIFFUSE translate<0,0,0> 
scale<1,1,1> translate<0,0,0> rotate<0,0,0> translate<0,0,0> }
                                 finish{F1}
                              ]
                               }
                      }
}

good luck,

FlyerX


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.