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stbenge <THI### [at] hotmailcom> wrote:
> Reactor wrote:
> > "Kirk Andrews" <kir### [at] tektonartcom> wrote:
> >> When dealing with trees, I found I got the best result by simply adding
> >> double_illuminate to my leaves, and using radiosity. Of course, slower
> >> radiosity settings will yield a more realistic result.
> >
> > double_illuminate was yhe first thing that came to mind for me. I hope the next
> > implementation of POV allows for a float value after double_illuminate to permit
> > one to set the intensity from 0...1
>
> Or better yet, have a double_illuminate pigment block of its very own:
>
> object{
> leaf
> pigment{
> image_map{tga"leafy_image.tga"}
> }
> double_illuminate{
> image_map{tga"veiny_image.tga"}
> }
> }
>
> I'm don't know how this would look, exactly. I'm pretty sure it would
> look something like it would in Blender or another such rendering
> program (similar to most programs' translucency material layer).
>
> Sam
That is already possible using existing texture capability. For "flat" shapes,
using inside_texture will texture the "bottom." double_illuminate changes the
way the object responds to light_sources, and cannot directly be simulated via
textures.
-Reactor
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