POV-Ray : Newsgroups : povray.beta-test : UV Mapping Question : Re: UV Mapping Question Server Time
4 Nov 2024 23:17:55 EST (-0500)
  Re: UV Mapping Question  
From: Warp
Date: 17 Sep 2001 04:55:07
Message: <3ba5ba6b@news.povray.org>
Arturo Gonzalez <arg### [at] adinetcomuy> wrote:
: Does this mean that if I have a mesh with a thousand triangles
: imported from a modeller, I need to calculate three uv_vectors for each
: triangle?

  If the modeller/converter does not export uv-coordinates to pov-format,
then there's little you can do.

  For some reason it seems to be a very common misconception that uv-mapping
is something "automatic", that you just take a mesh and "turn uv-mapping on"
and that's it.
  I don't understand where does this idea come from. UV-coordinates are no
different from vertex coordinates. They say for each vertex where to take
the texture for that vertex. This has to be modelled, it can't be automatically
calculated; povray can't think "ok, these triangles form an eye of the head,
so I'll put the uv-coordinates at the texture location where there's the eye
texture". It's the modeller which has to do this, not povray.
  And of course the modeller or converter has to support reading and writing
uv-coordinates. If the modeller/converter doesn't write the uv-coordinates
to the pov-file, then they are simply lost and there's nothing you can do
about it. It's like writing triangle vertex indices but not the vertex
coordinates themselves: The indices are pretty useless by themselves.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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