POV-Ray : Newsgroups : povray.tools.general : wings3d exporter : Re: wings3d exporter Server Time
18 May 2024 07:08:59 EDT (-0400)
  Re: wings3d exporter  
From: Jim Charter
Date: 28 Jun 2004 16:16:43
Message: <40e07cab$1@news.povray.org>
Ross wrote:

> 
> thanks, i'll have to try that as well. i'm a mesh newbie. so if i have a
> wood-like texture, instead of applying the texture to each triangle, by
> commenting out the uv_mapping block, it will apply one wood texture to the
> entire mesh object? that's in essence what i want to do.
> 
Good question and I though I can't give you a thoroughly informed 
explanation, this is as much as I think is true:

If you are using maps for your texturing, and the uv_mapping keyword is 
present, you get the texturing behavior you expect

If you are using procedural textures, and the uv_mapping keyword is not 
present, you get the texturing behavior you expect.

Any other permutation of these basic conditions will produce 
difficult-to-predict results.  This is usually due to scaling issues.

The uv_mapping keyword does not denote whether texture is applied to 
individual triangles vs the whole mesh.  That is what the texture_list 
does.  The uv_mapping keyword dennotes the source of the texture.

When the uv_mapping keyword is present, the texture is taken from a unit 
uv space and then wrapped to the entire object surface.  For csg objects 
this can be done on regular surfaces such as spheres where the wrapping 
can be calculated. For mesh objects the uv vectors supplied in the mesh 
are used to get the wrapping effect.  Basically they name the point in 
the uv (source) space that sould be mapped to the associated vertex.

When the uv_mapping keyword is not present, the texture is taken from 
the entire xyz space, whereever the object surface intersects the 
texture, the texture value is returned and used.  So if you are applying 
a bitmap as a texture element to your mesh object, you must specify 
uv_mapping because your bit_map is treated as if it is (in) the unit uv 
space that uv_mapping uses as its texture source.  So you can see how 
miscues with this syntax could lead to scaling issues.

In the mesh2 object the texture_list is optional.  If you do not intend 
to apply different textures to different areas of the geometry within 
the mesh2 object, you don't need it.  But Poseray was developed to 
facilitate the exporting of models between Poser and POV and so it is 
pretty much always needed because that is how Poser organizes and 
applied its textures.


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