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So, I did a small experiment that seemed like it worked, but there seems to be
no difference between using the normal inside the uv-mapped texture like this:
texture {pigment {rgb 1} normal {granite scale S}}
and applying the normal after/outside of the uv-mapped texture like this:
texture {pigment {rgb 1}}
normal {granite scale S}
But on the large scale, I still get extremely bad tiling of the individual
"local normal space" in the big scene - which is now 48,000 include files. Each
bicubic_patch is made "in-place" with calculated control points - nothing gets
defined at the origin or translated.
They all get textured with some variation of:
uv_mapping
texture {F_0039_0037_default}
normal {F_0039_0037_normal}
#if(ShowLabels) texture {F_0039_0037_UVLabel} #end
interior_texture {pigment {rgb <1, 0, 0>}}
So I'm --- puzzled, and frustrated.
There must be some tiny little thing that I'm completely overlooking....
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