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  • ...<code>pigment_map</code> except you specify a <code> normal</code> in each map entry. The syntax for <code>normal_map</code> is as follows:</p> ...ything which can be inside a <code>normal{...}</code> statement. The <code>normal</code> keyword and <code>{}</code> braces need not be specified.</p>
    3 KB (473 words) - 08:48, 30 June 2017

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  • <code>[[Reference:Image Map#The Filter and Transmit Bitmap Modifiers|:all|all]]</code><br> <code>[[Reference:Image Map#The Filter and Transmit Bitmap Modifiers|:alpha|alpha]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • pigment or normal turbulence. We cannot set <code>octaves</code>, <code>lambda</code> work best here too. Finally, iridescence will respond to the surface normal since
    36 KB (5,495 words) - 14:23, 16 December 2016
  • normal patterns, i. e. patterns that could be used inside a <code> normal</code> or <code>pigment</code> statement. Since POV-Ray v3.0 this
    67 KB (10,475 words) - 15:22, 9 June 2021
  • ...ocumentation:Tutorial Section 3.3#Using Basic Normal Modifiers|Using Basic Normal Modifiers]] ::::1.3.5.2.3 [[Documentation:Tutorial Section 3.3#Slope Map Tutorial|Slope Map Tutorial]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • ::::* [[Reference:Radiosity#Normal and Radiosity|Normal and Radiosity]] :::* [[Reference:Color Map|Color Map]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • textures. A plain texture has just one pigment, normal and finish statement. Even a pigment with a pigment map is still one pigment and thus considered a
    12 KB (1,846 words) - 11:07, 7 February 2018
  • .... See the section [[Reference:Normal|:Normal|Normal]] for details on these normal-specific pattern ...ers in the following sections can be used with <code>pigment</code>, <code>normal</code>, <code>texture</code>, or <code>density</code> patterns.</p>
    13 KB (2,138 words) - 14:36, 9 June 2021
  • <p>People often find an annoying problem when applying normal modifier a normal modifier made with the bump pattern.</li>
    24 KB (4,181 words) - 16:01, 23 June 2009
  • <li>Built-in color and normal patterns:</li> ...ing layering of semi-transparent textures or tiles of textures or material map files.</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • ...al vector you can simulate bumps. This is done by adding an optional <code>normal</code> statement.</p> <p class="Note"><strong>Note:</strong> Attaching a normal pattern does not really modify the surface. It only affects the way light r
    5 KB (895 words) - 20:33, 2 July 2021
  • <p>When all else fails and none of the normal pattern types meets your needs you can use a <code>bump_map</code> to wrap ...mage's index values may be used instead. See the sections [[Reference:Bump Map#Use_Index and Use_Color|:Use_Index|Use_Index]]
    6 KB (998 words) - 11:40, 6 February 2018
  • ...<code>pigment_map</code> except you specify a <code> normal</code> in each map entry. The syntax for <code>normal_map</code> is as follows:</p> ...ything which can be inside a <code>normal{...}</code> statement. The <code>normal</code> keyword and <code>{}</code> braces need not be specified.</p>
    3 KB (473 words) - 08:48, 30 June 2017
  • NORMAL | TRANSFORMATION | [MESHCAM_SMOOTH] For example if you render an image with a 2:1 aspect ratio and map it
    50 KB (8,005 words) - 20:51, 2 July 2021
  • the color map to be used.</p> The color map is the crucial part of the rainbow since it contains all the
    20 KB (3,019 words) - 17:04, 17 December 2016
  • <p>When POV-Ray calculates the color of an averaged texture map, it has to calculate the color of each texture individually before it can a normal
    63 KB (10,871 words) - 12:16, 3 January 2012
  • <p>(If you guessed that the problem happens when the normal vector of the triangle is pointing away from the camera, then you guessed&n ...eir surface. For an object to render correctly, it ''must'' give the exact normal vector (ie. a vector which is exactly perpendicular to the surface at that
    7 KB (1,213 words) - 18:28, 5 September 2009
  • ...ets you further shape the contours. It is best illustrated with a gradient normal pattern. For example:</p> normal { gradient x }
    7 KB (1,157 words) - 08:49, 30 June 2017
  • ...sh]] attributes. In fact that is the most important thing about radiosity. Normal objects should have an <code>emission 0</code> (the default) finish. Object ...unt when calculating radiosity. You can easily change this by adding <code>normal on</code> to the radiosity block. Be aware that this can slow things down q
    59 KB (8,732 words) - 14:31, 9 June 2021
  • The mesh is just flat like a plane with a color map on it. We could as well an image map to a plane, but this way we avoid a temporary file.</p>
    34 KB (5,423 words) - 12:00, 1 July 2012
  • (from textures, pigment and normal maps through material maps). First, if we // &quot;Speckled_Metal&quot; is now part of the map
    19 KB (3,034 words) - 14:24, 16 December 2016

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