|
![](/i/fill.gif) |
You can imagine it this way: the image-map will be placed onto the xy-plane,
occupying the space from <0,0,0> to <1,1,0>. It is projected along the
z-Axis. The size of the bitmap doesn't matter, it will always be placed in
the mentioned region. You can of course apply transformation to it, like you
do with scale TextureScale. Nontheless, it won't wrap around a box or such.
As such, it will probably map correctly to one side and the side opposite to
that, but result in horizontal lines on the other sides. Three cubes with
their own image-maps (right/left, top/bottom, front/back) should do the
trick, if you make the appropriate side slightly overlap the others. Or use
a mesh/triangles with uv-mapping to build an entire cube directly, though
this might be a little too difficult if you're a complete newbie to POV-Ray
and CG in general.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
|
![](/i/fill.gif) |