POV-Ray : Newsgroups : povray.general : lights and tiles : Re: lights and tiles Server Time
6 Aug 2024 06:14:59 EDT (-0400)
  Re: lights and tiles  
From: Valdemir Carrara
Date: 2 May 2002 13:31:29
Message: <3CD1784B.78C13183@dem.inpe.br>

> 
> On Thu, 02 May 2002 10:31:05 -0300, Valdemir Carrara <val### [at] deminpebr> wrote:
> > Hi,
> 
> Hi
> 
> > That's my first intro in the pov newsgroup, so I hope
> > you guys be patient.
> 
> there is special group for people like you: povray.newusers
> 
> > I have two questions, and I
> > didn't find the answer in the FAQ area (though is
> > almost impossible to find something in this huge
> > place).
> 
> You mean povray.announce.frequently-asked-questions or
> http://www.students.tut.fi/~warp/povQandT/
> 
> >1 - I'd like to see the "tiles" keyword back to Pov
> >    textures, but with the sense of tiles and not the
> >    sense of checkboard. Tiles are a mixture of checboard
> >    with brick. It has a mortar, and resembles a checboard.
> >    Pov 3.x can't generate a texture where a brick is
> >    exatly bellow other. Instead, one brick extends two
> >    halves of the bricks above and bellow. I think that
> >    one tile should be placed exatly bellow other in
> >    the tile texture.
> 
> I really don't understand this wish. What you mean as "below" ? under in
> leyers of texture or descending coordinates in some direction ? As Pov 3.x you
> mean also 3.5 ? Have you know function possibilities ? Have you know warp{} ?
> 

I mean descending in coordinates. I knew warp but I didn't
know
exactly what I could do with it. I just made some tests, and
now I

texture
in such a way to make it a perfect tile. So living and
learning...

> > 2 - There's something strange in the way that light
> >     intensity is calculated.
> 
> I'm sure Kari Kivisalo or somebody similiar will answer you :-)
> 
> ABX


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