|
![](/i/fill.gif) |
Ive <"ive### [at] lilysoft org"> wrote:
> Kenneth wrote:
> > Sorry to be so brain-challenged, but: radiosity compatibility? I've seen that
> > term mentioned several times lately, and have no clue what it means re:
> > textures. I must have missed something somewhere. Please explain?
>
> ambient 0 in the finish statement, otherwise it would emit light.
>
> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
> mean "specular 0" and "phong 0".
>
Got it. (Although the specular and phong stuff is new--I need to do some
experiments to see.)
Here's an 'old pitted iron texture' that I dug out of one of my scenes (I
actually started with one of the stones.inc pigments, and modified it)...
#declare old_pitted_iron_texture =
texture {
pigment{
granite // AGATE works well for this too.
color_map {
[0.000 rgb .8*<.4, .4, .380>]
[0.153 rgb .4]
[0.398 rgb .5*<0.7, 0.4, 0.25>]
[0.398 rgb .2*<0.7, 0.7, 0.7>]
[1.000 rgb <0.545, 0.380, 0.345>]
}
}
finish{
ambient .2 // 0 for radiosity
diffuse 1
phong .6
phong_size 24
}
normal {granite .7 scale 9}
}
KW
Post a reply to this message
Attachments:
Download 'old_pitted_iron.jpg' (52 KB)
Preview of image 'old_pitted_iron.jpg'
![old_pitted_iron.jpg](/povray.binaries.images/attachment/%3Cweb.49d3c8d94ee6dd4ef50167bc0%40news.povray.org%3E/old_pitted_iron.jpg?preview=1)
|
![](/i/fill.gif) |