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Tom & Lu Melly <all### [at] tomandlucouk> wrote:
> Oh, you want a tileable image.
I didn't understand he wanted a tileable image either.
There are several ways of doing this. For example like this:
// Makes a tileable texture from the given texture.
// The texture extends from <0,0> to <1,1>
#macro TileTexture(Texture)
#local XTile =
texture
{ gradient x texture_map
{ [0 Texture]
[1 Texture translate x]
}
}
#local a=0; // This is just a hack to avoid an issue with the parser
texture
{ gradient y texture_map
{ [0 XTile]
[1 XTile translate y]
}
}
#end
#declare Example =
texture
{ pigment
{ granite color_map { [0 rgb <.4,.2,.1>][1 rgb <1,.8,.5>] }
}
finish { ambient 1 }
}
box
{ 0, 1
TileTexture(Example)
}
camera
{ right x location -z look_at 0
translate <.5,.5>
}
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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