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"yesbird" <nomail@nomail> wrote:
> > One of the easiest things to do when looking for "wrong" surface normals is to
> > use an interior_texture {} which will color the opposite face of the triangles a
> > different color. Then you don't have to even look at the code - just look at
> > the triangles in the render.
>
> Thanks for this tip, I will check surface with it !
..... but only if I will be able. Can't figure out how to push interior_texture
into texture_list, this way is not working:
smooth_triangle {<-8.00, -8.00, -1.51>, <0.19, 0.19, 0.96>,
<-8.00, -7.67, -1.62>, <0.07, 0.07, 1.00>,
<-7.67, -7.67, -1.64>, <-0.06, -0.06, 1.00>
#declare t1=texture { pigment {rgb<1.00, 0.66, 0.00>} finish {f} }
#declare t2=texture { pigment {rgb<1.00, 0.61, 0.00>} finish {f} }
#declare t3=texture { pigment {rgb<1.00, 0.61, 0.00>} finish {f} }
#declare it1=interior_texture { pigment {rgb<0, 0, 0>} }
#declare it2=interior_texture { pigment {rgb<0, 0, 0>} }
#declare it3=interior_texture { pigment {rgb<0, 0, 0>} }
texture_list {t1 t2 t3}
texture_list {it1 it2 it3}
}
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