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Barehunter wrote:
>>You use orthographic camera
>
>
> snip
>
> thanks for the suggestion. While the formula you put down is greek to me at
> this point, I copy pasted it and tried it in it's own pov file. I got a
> white surface with a bunch of red spots. Not exactly what I had in mind.
> Thanks for the suggestion, thoiugh.
>
>
The point is that you might arrange the spots or whatever's manually or
with program loops to get the combined advange of manual control and
programming loops. My example used random locations for the spheres
which generated the red shapes but you might equally have exerted more
control:
camera {
orthographic
location <0,0,-1> // position & direction of view
look_at <0,0,0>
right 1*x // horizontal size of view
up 1*y // vertical size of view
}
#local Sd = seed(1234);
box { // this box fits exactly in view
<-0.5, -0.5, 0>, <0.5, 0.5, 0>
texture { finish { ambient 1 diffuse 0 } pigment { rgb <1, 1, 1> } }
#local i=1;#while( i<20 )
texture { finish { ambient 1 diffuse 0 }
pigment {
object {
sphere { 0 .01
scale <1,50,1>
translate < i*.05-.5,0,0>
}
color rgbt 1 //outside color
color rgb <1-.02*i,0,0> //inside color
}
}
}
#local i=i+1;#end
}
The object pattern creates a color shape where the object named, in this
case a sphere, intersects with the surface being textured. You can
create several of these color shapes on the same surface by using each
in its own texture which is then layered over the previous. Layered
textures work because part of the pigment can be made transparent and
the underlaying colors show through. I only mentioned it to you
because it might be useful for drawing a regular pattern such as stripes
where you would still have some control over placement of the shapes.
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