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With map_types 1 or 2 you get no control over the longitudinal scale
of the map. For map_type 1 neither longitudinal nor latitudinal. Only
rotation or translation. So really you need to make a bump_map having
a x or side to side distance of pi (3.1415) times the height or y
dimension used and count on it wrapping all the way around. So you
have to place the pertinent part within a certain area which will be
intended to be visible once used.
Bob
Brent Dillender <Dil### [at] remove-me-for-spamneorrcom> wrote in
message news:37D70FC7.86FEEA01@remove-me-for-spam.neo.rr.com...
> I am creating a house using Povray, and I am stuck in the kitchen.
My
> design calls for a cylindrical island counter section, with a row of
> cabinets around the base. I have no problems with the CSG, but I am
> baffled by the bumpmaps. In the rest of the kitchen, I have applied
a
> bump_map to simulate the moldings on the cabinet doors. So on the
> island cabinet doors, I was planning on using a cylindrical mapping
of
> the bitmap, either applied to a series of partial cylinders, or to a
> partitioned cylinder. In either case, I am having trouble getting
the
> bumpmap scaled to only cover a partial cylinder. If I scale either
the
> x or the z component of the bumpmap, I cannot see any difference. I
see
> how any lateral scaling could be negated by the definition of the
> cylindrical mapping, but if that is true, how do I achieve the
effect I
> am looking for?
>
> Here is the code I am working with:
>
> difference{cylinder{<0,5,0>,<0,17.75,0>,23.5}
> cylinder{<0,4.75,0>,<0,18,0>,23}
> texture{test
> normal{bump_map{gif "KCABDOOR.gif" map_type 2 /*once*/ bump_size
4.0
> interpolate 2 }
> scale<1,12.75,1>
> translate<0,5,0>
> }
> }
> }
>
> Thank you in advance for the assistance. If anyone is interested in
> seeing the renderings of the house, feel free to drop me a line. I
do
> so love showing them off.
>
>
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