- Add a primitive sphere and set Index of refr. to 1.31.
- Add the DEFLTR-A texture.
- Add the (Steven Blackmore's Texture Toolkit) FILTER texture:
set New Filter Red, Green, Blue parameters to 255 (or set the
Transparency value of standard Imagine TRANSPAR texture to 1.0).
- Add the DEFLTR-B texture (size: 15, 15, 15) as follows:
Column One Two
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
- Add the DEREFL-A texture.
- Add the (Steven Blackmore's Texture Toolkit) REFLECT texture and
set New Reflect Red, Green, Blue values to 60 or add a standard
Imagine CHECKS2 texture:
Column One Two
0 -1
-1 -1
-1 0
-1 0
60 0
60 0
60 0
-1 0
- Add a reflection brushmap (e.g. a sky picture).
- Add the DEREFL-B texture (size: 15, 15, 15):
Column One Two
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
- Add the DECOLR-A texture.
- For more variety in the fire, add more instances of the WRINKLE
texture:
Column One Two
5 200
10 100
2 0
1 120
0.5 30
4 0
0.1 0
0.2 0
Column One Two
20 150
20 100
2 50
1 20
0.5 50
4 20
0.1 0
0.4 0
Column One Two
8 200
5 50
5 0
1 150
0.5 50
4 20
0.1 0
0.4 0
And a fourth WRINKLE texture:
Column One Two
12 240
2 150
2 0
1 150
0.5 80
4 0
0.1 0
0.2 0
- Add the DECOLR-B texture (size: 15, 15, 15):
Column One Two
____ ____
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
You can also apply MNTNTOP texture as follows and drop the DEFLTR-A/FILTER/DEFLT-B texture attributes:
Column One Two
0 -1
0 -1
0 -1
0 255
255 255
0 255
0 1
0 1
Change the texture size to 13, 13, 13 and rotate the axis so
Z points up and render.