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ABX wrote:
>
> uv_mapping is always defined in relation to geometry of some shape. There is
> lack of shape in above example so no uv_mapping available. But you can always
> use own user-defined functions which translates x,y,z coordinates to some 2D
> coordinates in your preferred way.
None the less it could be useful in some situations if usage of functions
in pigments would allow both 3d and uv coordinates. You could create
patterns with a structure following the surface (uv coordinates) but this
structure varying with the 3d position. AFAIK Renderman shader language
has this possibility.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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