POV-Ray : Newsgroups : povray.general : interior_texture -- #declare problem : Re: interior_texture -- #declare problem Server Time
21 Dec 2024 21:57:30 EST (-0500)
  Re: interior_texture -- #declare problem  
From: Kenneth
Date: 4 Dec 2024 21:00:00
Message: <web.675108d9bc947335e83955656e066e29@news.povray.org>
"Leroy" <whe### [at] gmailcom> wrote:
>
> A shot in the dark!
> Did you try
>  texture{TextureA}
>  interior_texture{TextureB}
> in an object?

Yes, that's the way (the only way, AFAIK) to actually *use* an
interior_texture-- a FIRST 'texture' needs to come before it, for use in an
object for example.

But I'm beginning to see what you and B.E. mean:

> So in the same way, you need to make a "thing" - your texture - and THEN you
> can USE that texture in a construct to assign it as the interior_texture.

Ah, I get it: No need to #declare the interior_texture *as* such, but just as a
'regular' texture which is then plugged in appropriately. It works:

#declare TEX_5 =
texture{pigment{rgb <1,0,0>} finish{ambient .1 emission 0 diffuse .8}}
#declare TEX_6 = // not yet an 'interior' one
texture{pigment{rgb <0,0,1>}finish{ambient .1 emission 0 diffuse .8}}

box{0,1
texture{TEX_5}
interior_texture{TEX_6}
}

In any case, I'm still a bit perplexed that an interior_texture can't be
#declared *by itself* beforehand (except in a material wrapper, as mentioned; I
came across that solution only by experimenting.) Of course, *both* the initial
texture and the interior one could be wrapped as a pair inside a 'material'
statement, and #declared as a single entity for use later.


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