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That's a much better explanation of the texture patterns. In other words, where
there is a surface there is a intersecting texture.
Bob
"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:389ae604@news.povray.org...
| In article <3899FC63.8E258F28@ChrisHarrison.co.uk> , Chris Harrison
| <Me### [at] ChrisHarrisoncouk> wrote:
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| > As far as I know, all POV textures are skin textures - so, whatever
| > transformations I do to them, I assume that they will always remain as
| > skin textures (i.e. although I have it on a plane, a 2D surface;
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| POV-Ray textures are procedural textures, maybe best explained as
| complicated functions in 3D space. Textures in POV-Ray are not mapped on
| the surface of the object, they 'fill'* the whole object in the sense that
| when you for example cut out a part of the object with a CSG operation you
| will see a different 'part' of the texture, not the previous surface texture
| part remapped on that area.
|
| Thorsten
|
| * 'Fill' does not imply the object is really filled with anything, just that
| the texture (function) is defined inside as well as outside of the object.
| For details refer to the POV-Ray documentation "interior" section.
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