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Hello Peter, Chris, Ken and Mr. Art:
I have made and will try out the following files:
1. X.POV ====================================== :
object {KOL(M000) translate < x000, 0, z000 > }
object {KOL(M001) translate < x001, 0, z001 > }
-
-
-
object {KOL(M999) translate < x999, 0, z999 > }
2. Y.INC ====================================== :
#macro KOL(TT)
#declare COLUMNA =
union
cylinder { <0, 0, 0>,<0, 5.47, 0>, 29.79 texture{ myTexA } }
object { OBJECTA texture{ myTexB } }
cylinder { <0,14.55,0>, <0,400,0> ,22.5 texture{TT}}
scale 2
}
COLUMNA
#end
3. Z.INC ======================================= :
#declare M000 = texture{MyMarble translate 0000}
#declare M001 = texture{MyMarble translate 0010}
-
-
-
#declare M999 = texture{MyMarble translate 9990}
===================================================
This works fine and doesn't seem to require very much memory, although I
admit that I only went as far as 100, not 1000 different textures and
columns. It looked great. The difficulty is having easy access to
constructing the KOL-object-lines and the Mxxx-texture-lines. I will use an
appropriate C-program.
You don't think there is a simpler way? Something with #whiles ?
Your comments would be greatly appreciated.
Sander
----- Oorspronkelijk bericht -----
Van: Peter Popov <pet### [at] usanet>
Nieuwsgroepen: povray.newusers
Verzonden: dinsdag 7 september 1999 23:37
Onderwerp: Re: many identical object with different textures
> There are two main cases of identically looking objects:
>
> 1. You declare the object *with* the texture amd make some copies of
> it. Obviously they will be absolutely identical
>
> 2. You union all your objects and apply a texture to them. In this
> case you get the "chopped out of same block of marble" syndrome. For
> example, if you make a temple as a union and apply a marble texture to
> it, it will look as if made of the same piece of stone, and this is
> very unrealistic.
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