POV-Ray : Newsgroups : povray.general : Is it possible to warp the UV coordinates of a 2D texture map? : Re: Is it possible to warp the UV coordinates of a 2D texture map? Server Time
29 Mar 2024 10:58:03 EDT (-0400)
  Re: Is it possible to warp the UV coordinates of a 2D texture map?  
From: tutki
Date: 17 Jan 2022 14:50:00
Message: <web.61e5c77838c4a65d5c8e85ceb98f01db@news.povray.org>
Le_Forgeron <jgr### [at] freefr> wrote:
> > I have a sphere that I want to apply a 2D texture to, using UV mapping.  But I
> > want to distort the UV coordinates such that the texture looks like it's pushed
> > away from a hole that I'm CSG-subtracting from the sphere.  Basically, given
> > some (u,v) that povray generates when a ray intersects with the sphere, is it
> > possible to "post-process" the coordinates with some functions f, g, so that the
> > texture is looked up at coordinates (f(u), g(v)) instead of (u,v)?
> >
> > Is it possible to do this, or do I have to somehow distort the texture itself?
> >
> >
> >
>
> As per the sphere object itself, the UV mapping are hard-coded (not even
> in memory, just computed when needed)
> But I wonder if there is something that would stop you from applying
> warp to the texture.

Warping the texture would also be an option... is there a way to specify an
arbitrary mapping function to remap texture values?  What I have in mind is to
use maybe a standard texture pattern as the basis, but have some kind of
function on top of it to distort it in specific ways.

Is this possible?


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