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Well the request for a #macro for connection of 3D points has been
answered. While there are a few minor problems with this #macro, none
of them are more that personal taste (well pretty much) so perhaps they
will be fixed, perhaps not. Anyhow, I've posted an example of a level 2
sphere in binaries.images and am currently rendering a level 3. I think
there are enough array spaces for a level 4 sphere, but the number
of connections is huge at that level (there are seemingly 4^(Level + 1)
points on the sphere and N(N-1)/2 connections where N = 4^(Level + 1) )
so make sure you realize what you are getting into.)
Steve
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Attachments:
Download 'cball.inc.txt' (3 KB)
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I've got a sand texture that I want to make a bit more grainey. Can I add a bump map
to
the followingfor this effect?
Any other ideas would be appreciated.
Thanks,
D.
texture {
pigment
{ colour rgb<0.792,0.655,0.400> }
}
texture { pigment
{ granite
color_map
{ [0.00 color rgb<0.945, 0.863, 0.396>]
[0.11 color rgbf<0.953, 0.678, 0.404, 0.086>]
[0.24 color rgbf<0.886, 0.651, 0.157, 0.329>]
[0.49 color rgb<0.910, 0.588, 0.220>]
[0.78 color rgbf<0.933, 0.784, 0.627, 0.196>]
[1.00 color rgbf<1.000, 1.000, 1.000, 0.996>]
} } }
texture { pigment
{ granite
turbulence 0.49
color_map
{ [0.00 color rgbf<0.549, 0.369, 0.024, 0.388>]
[0.20 color rgb<0.961, 0.773, 0.341>]
[0.52 color rgbf<0.655, 0.365, 0.086, 0.098>]
[0.75 color rgbf<0.918, 0.647, 0.349, 0.369>]
[1.00 color rgbf<0.439, 0.275, 0.027, 0.729>]
}
scale <2.0, 2.0, 2.0>
}}
Post a reply to this message
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Dennis Miller wrote:
> I've got a sand texture that I want to make a bit more grainey. Can I add a bump map
to
> the followingfor this effect?
> Any other ideas would be appreciated.
> Thanks,
> D.
> texture {
> pigment
> { colour rgb<0.792,0.655,0.400> }
> }
>
> texture { pigment
> { granite
> color_map
> { [0.00 color rgb<0.945, 0.863, 0.396>]
> [0.11 color rgbf<0.953, 0.678, 0.404, 0.086>]
> [0.24 color rgbf<0.886, 0.651, 0.157, 0.329>]
> [0.49 color rgb<0.910, 0.588, 0.220>]
> [0.78 color rgbf<0.933, 0.784, 0.627, 0.196>]
> [1.00 color rgbf<1.000, 1.000, 1.000, 0.996>]
> } } }
>
> texture { pigment
> { granite
> turbulence 0.49
> color_map
> { [0.00 color rgbf<0.549, 0.369, 0.024, 0.388>]
> [0.20 color rgb<0.961, 0.773, 0.341>]
> [0.52 color rgbf<0.655, 0.365, 0.086, 0.098>]
> [0.75 color rgbf<0.918, 0.647, 0.349, 0.369>]
> [1.00 color rgbf<0.439, 0.275, 0.027, 0.729>]
> }
> scale <2.0, 2.0, 2.0>
> }}
You could use a bump map but a simple normal would probably be easier.
Something like:
normal{bumps .2 scale .2 }
or
normal{dents .1 scale .5}
or
normal{bumps
normal_map{
[.5 bumps .2 scale .2]
[ 1 dents .1 scale .5]
}
}
Vary the parameters to get the desired response.
Add the above somewhere inside your texture statement and it will scale
along with the texture when applied to your object.
Some times a small amount of crand (crand .001) added to your finish
statement will also help give a grainier look.
--
Ken Tyler
tyl### [at] pacbellnet
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