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I'd like to capture what you found for our PovRay wiki. Can you update the
Wiki (see http://www.wikipov.org/) or else email me (kol### [at] kolbancom)
with your results and I'll post on your behalf?
Neil
"regdo" <reg### [at] wanadoofr> wrote in message
news:41ed5c7f$1@news.povray.org...
> 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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