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Slime wrote:
>>I'm trying to make a scene in which I want a marble floor, and would
>>like to make it tiled.
>>I tried a simple bump-map from a square picture, but it's ugly : I think
>>I need a height_field, but I can't figure out how to make it match my
>>map (just 4 white squares with "soft" white edges to make the joints).
>>If you have a better idea of how to do it, I'll take any suggestion.
>>Can anyone help ?
>
>
> If you're finding that a tiled normal and pigment isn't good enough, then
> the way to go is definitely to create one version of the tile, and copy it
> many times.
>
> The copying can be done with while loops. Here's how I would do it (untested
> code):
>
> /* make this object as fancy as you want; use a height field if you like */
> #declare Tile = box {
> <.05,-1,.05>, <.95,0,.95>
> }
>
> #declare NumTilesX = 10;
> #declare NumTilesZ = 10;
>
> #declare TileNumX = 0;
> #while (TileNumX < NumTilesX)
> #declare TileNumZ = 0;
> #while (TileNumZ < NumTilesZ)
>
> object {
> Tile
> translate <TileNumX, 0, TileNumZ>
> }
>
> #declare TileNumZ = TileNumZ + 1;
> #end
> #declare TileNumX = TileNumX + 1;
> #end
>
> There are a number of ways that this little script can be improved, but it's
> a good starting point for placing tiled objects.
>
> As far as making an image_map line up with a height_field, do something like
> this:
>
> height_field {
> tga "myheight.tga"
> pigment {
> image_map {
> tga "mypigment.tga"
> }
> rotate 90*x
> }
>
> // transform height field here, no earlier
> }
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
Thanks, I like that method, and will keep it in mind. In fact, I found a
good starting point in Gilles Tran's "fridge" scene : it has a wall and
a floor that matched my need, and I used a layered texture to map the
marble on "his" boxed texture.
Thanks anyway for your answers.
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