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Using Basic Normal Modifiers

We comment out the planetoid sphere for now and, at the bottom of the file, create a new sphere with a simple, single color texture.

  sphere { <0,0,0>, 1

    pigment { Gray75 }

    normal { bumps 1 scale .2 }

  }

Here we have added a normal block in addition to the pigment block (note that these do not have to be included in a texture block unless they need to be transformed together or need to be part of a layered texture). We render this to see what it looks like. Now, one at a time, we substitute for the keyword bumps the following keywords: dents, wrinkles, ripples and waves (we can also use any of the patterns listed in "Patterns"). We render each to see what they look like. We play around with the float value that follows the keyword. We also experiment with the scale value.

For added interest, we change the plane texture to a single color with a normal as follows.

  plane { y, -1.5

    pigment { color rgb <.65, .45, .35> }

    normal { dents .75 scale .25 }

  }


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