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ekolis wrote:
> I know there's a trick in Renderman to get the renderer to "bake" UV
> textures from procedural textures, but is there a way to do the same in
> Povray?
Is this what you are looking for:
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#version 3.6;
torus {
4, 1
texture {
uv_mapping
pigment {
marble
// gradient <1, 0, 0>
turbulence 0.4
color_map {
[0.2 color rgb <1, 0.8, 0>*1.2 ]
[0.8 color rgb <0.1, 0.3, 0.4>*1.5 ]
}
scale <3, 1, 3>/4
}
}
}
camera {
location <1, 1, -2>*4
look_at <0, -1, 0>
}
light_source {
100*<1, 1, -1>
color rgb <1, 1, 1>
shadowless
}
background { color rgb <1, 1, 1>/2 }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
This code takes the procedural texture "residing"
in the region from <0, 0, 0> to <1, 1, 0> and
maps it onto a torus. It can of course be mapped
onto any primitive that has support for UV-mapping
in POV-Ray.
By applying some more math you can remove the
visible seams in the texture.
In this thread you will find an image of a shape
with a texture that is UV-mapped that way:
http://news.povray.org/povray.binaries.images/thread/%3CXns934A8B380763Dtorolavkhotmailcom%40204.213.191.226%3E/?ttop=197385&toff=1650
http://tinyurl.com/6ovqy
--
Tor Olav
http://subcube.net
http://subcube.com
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