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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
  • all other copies of the map except the one at (0,0) to (1,1). In image maps, maps, areas outside this unit square are left flat with no normal
    5 KB (822 words) - 10:33, 26 June 2017
  • ...will get passed on to all textures or normals contained in that texture or normal. Think of this like the way no_shadow gets passed on to objects contained i ...ale</code> is specified at the top-level of the texture (or normal, if the normal is not wrapped in a texture).</p>
    1 KB (239 words) - 17:36, 17 December 2016
  • designed to be used in a normal statement with a <code>normal_map</code> as a method of specifying more than one normal pattern on the same surface.
    3 KB (455 words) - 10:33, 30 June 2017
  • being a flat color. Because of this, normal and finish features, which ===When I use filter or transmit with my .tga image map nothing happens.===
    27 KB (4,754 words) - 15:50, 17 October 2009
  • ...de>max_extent()</code>, which will then return the resolution of the image map as the x and y values of the returned vector.</p> ...functionality has been extended to support <strong><em>both</em></strong> normal maps and density files.</p>
    19 KB (3,013 words) - 14:20, 9 June 2021
  • ...ocumentation:Tutorial Section 3.3#Using Basic Normal Modifiers|Using Basic Normal Modifiers]] :::* [[Documentation:Tutorial Section 3.3#Slope Map Tutorial|Slope Map Tutorial]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • Reflection calculations depend on a vector called a <em>surface normal</em>. it. By artificially modifying (or perturbing) this normal vector we can
    33 KB (5,190 words) - 17:41, 10 February 2020
  • of the surface is where the normal vector points directly in the direction angle between the normal vector and the light vector.</p>
    20 KB (3,262 words) - 08:21, 3 June 2011
  • be used. In normal statements the pattern function result modifies or perturbs the surface normal vector to give a bumpy appearance. Used with a
    4 KB (606 words) - 19:27, 23 July 2012
  • wave type which means it uses colors from the color map from 0.0 up to 1.0 at the <code>triangle_wave</code> wave type in which it uses the color map from
    2 KB (324 words) - 09:20, 1 March 2014
  • normal Bool | pretrace_start Float | ...f this is not important to your scene (as in the case that you have a bump map or if you have a strong texture) then by all means use a lower number.</p>
    24 KB (3,994 words) - 08:02, 17 June 2021
  • <li>[[Reference:Normal|Normal]]</li> <li>[[Reference:Normal-Dependent Patterns|Normal-Dependent Patterns]]</li>
    1 KB (133 words) - 12:17, 12 December 2016
  • ...ation is to avoid such re-parsing, the clock is not able to be used in its normal manner; it is from this fact that the feature name derives. Note also that, ...rame of a CA has an associated camera, which is declared in the SDL in the normal manner. In fact, SDL has not been changed at all to permit this feature to
    18 KB (2,989 words) - 13:09, 4 July 2017
  • ...or present - it is quite possible for it to run without it. However, under normal circumstances, the editor is present. current edit position, it functions as a normal tab key (inserting tabs or spaces as defined
    48 KB (8,459 words) - 11:43, 4 July 2017
  • uv_mapping normal {NORMAL_BODY } | normal {uv_mapping NORMAL_BODY } ...in this case the map is not taken from a fixed set of coordinates but the map is taken from the area defined by the boundaries of the uv-space, in which
    5 KB (868 words) - 11:29, 25 July 2017
  • <p>The <code>slope</code> pattern uses the normal of a surface to calculate the slope ...ent on the angle between the <code>&lt;Direction&gt;</code> vector and the normal of the surface at that point.</p>
    6 KB (1,042 words) - 17:47, 12 April 2020
  • || Normal Mapping Normal map for camera plane, native POV procedural patterns can be used with variable
    42 KB (6,180 words) - 17:11, 5 August 2020
  • ...ch follow. The four categories are solid color and <code>[[Reference:Image Map|image_map]]</code> patterns which are specific to <code>pigment</code> stat ...<code>[[Reference:Color Map|color_map]]</code>, <code>[[Reference:Pigment Map|pigment_map]]</code>, and <code>quick_color</code> which are specific to pi
    9 KB (1,353 words) - 17:56, 10 February 2020
  • ..., they return true and set OPt to the intersection point, and ONorm to the normal. Otherwise they return false, and do not modify OPt or ONorm.</p> ...ONorm</code> = A declared variable, the macro will set this to the surface normal at the intersection point.</li>
    21 KB (3,511 words) - 19:08, 15 March 2012
  • ...ode>image_pattern</code> specifies an entire texture item (color, pigment, normal or texture) based on the gray value at that point.</p> <p class="Note"><strong>Note:</strong> See the section [[Reference:Image Map#Using the Alpha Channel|Using the Alpha Channel]] for some important inform
    4 KB (580 words) - 11:46, 6 February 2018
  • normals in a mesh. For each vertex there is one normal vector listed in vertices a normal should be applied. In the example below only the first four
    36 KB (5,508 words) - 14:09, 16 December 2016
  • next to each other. Points at x=0 are the first color in the color map. As As a normal pattern, gradient generates a saw-tooth or ramped wave
    2 KB (403 words) - 14:54, 9 June 2021
  • <dd>Drew Wells' superb Jade. Color map works nicely with other textures, too.<!--</dd>---> <dd>Veining is kept quite thin in color map and by the largish scale.<!--</dd>--->
    11 KB (1,938 words) - 19:09, 15 March 2012
  • ...[KB:Language Questions and Tips#Topic 15|How to repeat a cylindrical image map?]]&nbsp;&nbsp;<small>New (21 Aug 2006)</small> </li> ...>[[KB:The Shadow Line Artifact|Even though I use bump mapping or specify a normal, I get straight shadow lines on my object. Why?]]</li>
    10 KB (1,714 words) - 02:33, 11 April 2021
  • *[http://geonames.usgs.gov/ Area Map Search Form] :<p>Welcome to the solar system surface map database, a NASA/JPL/Caltech spyglass on the cosmos. Select your planetary
    7 KB (1,124 words) - 11:13, 4 May 2010
  • color map around from east to west with 0.25 in the -z-direction, 0.5 in -x, <td colspan="2"><p class="caption">radial pattern used as pigment and normal respectively</p></td>
    1 KB (180 words) - 09:31, 1 March 2014
  • uses color map values 0.0 to 1.0 then repeats the colors in reverse order <td colspan="2"><p class="caption">wood pattern used as pigment and normal respectively</p></td>
    1 KB (179 words) - 09:57, 1 March 2014