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ekolis wrote:
> Well, Tor Olav, your first example gives me a nice textured torus, albeit
> with some seams, and the second gives me a sphere that looks like a planet,
> but what I really want to do it actually save the UV-mapped texture itself,
> not the 3D render. Is there any way to do that? (I'm trying to make models
> for a game and I want to make the models in Wings, export to Povray, put in
> some procedural textures, generate UV textures in Povray, convert my Wings
> models to the game's .X format, and add the UV textures back in, because
> the game doesn't support procedural textures. I'd use Renderman but the
> current Wings->Renderman exporter won't let me have different textures on
> different faces of an object, while the Povray exporter will, and that's
> something I'd like to use if at all possible ;-)
You can do something similar to what Gilles Tran suggested:
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
// Sample command line settings: +w1024 +h1024
#version 3.6;
#include "colors.inc"
global_settings {
ambient_light color White
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
#declare Texture =
texture {
pigment {
// gradient y
bozo
color_map {
[ 0.0 color rgb <0.4, 0.2, 0.4> ]
[ 1.0 color rgb <1.0, 0.6, 0.0> ]
}
turbulence 0.8
omega 1.1
lambda 0.9
octaves 8
scale <1, 1, 1>/18
}
/*
normal {
bozo 0.4
turbulence 0.8
omega 1.1
lambda 0.9
octaves 8
scale <1, 1, 1>/18
}
*/
finish {
ambient color White
// specular 0.4
}
}
box {
<0, 0, 0>, <1, 1, 1>
texture { Texture }
translate -<1, 1, 0>/2
}
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
/*
light_source {
<1, 2, -1>*100
color White
}
*/
camera {
orthographic
right x
up y
}
background { color Gray40 }
// ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
--
Tor Olav
http://subcube.net
http://subcube.com
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