POV-Ray : Newsgroups : povray.general : Tiled Background Images... : Re: Tiled Background Images... Server Time
11 Aug 2024 17:18:47 EDT (-0400)
  Re: Tiled Background Images...  
From: David Cook
Date: 13 Jun 1999 23:18:01
Message: <37647469@news.povray.org>
FYI, I asked this same question a few weeks ago and was also referred to
Chris Colefax's code. Turns out that what he does is use a gradient to sort
of blend the pattern. This kind of works ok if the pattern isn't too
complex, or if its an even (v.s. an odd) number of regular elements. I
haven't found a really good solution yet. Please let me know if any of you
out there have any better suggestions. But even so, my compliments to Chris
Colefax. This and all of his other work is extraordinarily educational, at
the least.

Here's an example you can play with to see what I mean:

// TexTileTest.pov
// This is for testing the TextureTile.inc utility.
// 22-May-99
// D. Cook

#include "colors.inc"
#include "woods.inc"
#include "stones.inc"

global_settings
{
  assumed_gamma 1.5 // this is a dark scene, make it brighter
}

light_source {-z * 100000 rgb <1, 1, 1>}

file:#declare TileTexture = texture {T_Wood32 scale 4 rotate <80, 0, 10>}
// looks like dried mud
file://#declare TileTexture = texture {T_Stone28 scale .2}
file://#declare TileTexture = texture {T_Stone31 scale .2}

// classic checkerboard
// This illustrates how the TextureTile works, which is by blending
// the texture from the corners by means of a gradient. As you can see,
// if the number of squares is an even number, everything is fine. But
// if it has to do a blend, things get fuzzy in the middle. This is the
// problem with using sharply defined textures such as stone, marble, etc.
// as a tile texture - they get fuzzy in the middle.
// Oh well, you can't have everything...
#declare TileTexture = texture
{
  pigment {checker color rgb 1 color blue 1 scale 0.0666}
  file://pigment {checker color rgb 1 color rgb 0 scale 0.5}
  finish {reflection 0.2}     // original version
  file://finish {reflection 0.5}   // more reflecton
}

#include "TextureTiler.inc"

--- End of TexTileTest.pov


Alan Kong <ako### [at] pacbellNO-SPAMnet> wrote in message
news:376449df.87192908@news.povray.org...
> On Sun, 13 Jun 1999 00:51:24 -0500, John Shadow <JSh### [at] usanet>
> wrote:
>
> >  Can SOMEONE please help me???  I'm looking for info on how to make
> >seamless tiled images, using Pov-Ray to render them...
>
>   Chris Colefax has a tile generator include file that can do this:
>
> http://www.geocities.com/SiliconValley/Lakes/1434/
>
> --
> Alan
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> http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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