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-
- On Mon, 29 Jan 1996, John Gross <jgross@netcom.com> wrote:
- >
- >> The Great Chard/Chan Ripple Discussion CONTINUES!!!!
- >
- >> Tried again with Band Sharpness set to 10. Ambient set to zero.
- >> Diffuse=0%
- >> Luminance=0% +TEXTURE
- >> TEXTURE= underwater
- >> Texture value=100
- >> Wave sources=1
- >>
- >> For the most part, with settings as above & vice versa, the majority of
- >> the surface is grey. It almost seems like a bug, or I'm missing something
- >> really obvious.
- >
- >I'm jumping in here without really knowing what the original post was,
- >but did you check your Texture size to make sure it is appropriate for
- >your object? If it is too large, your object may "fit" just within a
- >texture area or vice versa.
- >
- >JG
-
- Hi John. No, the ripple is fine, the question is WHY doesn't the
- luminance somewhere on this object approach 0 (zero)? It makes too much of the
- object a medium-gray.
-
- In a ripple I thought that the two surface parameters, 0% and 100% would
- be represented across the entire wavelenght, with band sharpness affecting the
- abruptness of the TEXTURE VALUE portion of the wave. While this may be true of
- BUMP MAP RIPPLES, so far it does not seem to be true of the UNDERWATER TEXTURE.
-
- <LATER> Ahhh, interesting! With ONE wave source, you get the behavior
- I describe above. Any wave source greater than one, you get nice clean white
- lines on a black background, which is what one would expect. hmmmmmm. I
- definitely don't know what is happening here.
-
- Ironically, it still leaves this particular method for generating
- expanding concentric rings out in the cold.
-
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