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Electrode wrote:
> All variables have been properly declared, and TextureScale is set to 1 - so
> that the image map is meant to come out in its original form.
>
> The image in question is a brick texture, with eight rows of bricks, four
> bricks in each row. The image when used in POV-Ray either comes out
> stretched into a load of horizontal lines, or showing only two rows of
> bricks with two bricks in each row (this is depending on camera angle, or
> the value I've used for TextureScale, in some vain attempt to get the image
> map to display correctly). Is there something I'm not doing right? Is there
> something I may be completely missing here?
>
Like Tim said, you can use multiple cubes, or UV mapping, or if you
don't need the top & bottom, you could try a radial pattern on a cube
centered at the origin. Something like:
#declare Bricks = texture {
pigment {
image_map { png "brickwall_image.png" }
}
finish { ambient 0 diffuse 1 phong .35 phong_size 120 }
}
#declare BrickWall = texture {
radial
texture_map {
[.5 Bricks ] } // might need to scale x slightly
frequency 4 // gives you four sides
rotate y*45 // moves edge of image to corners of cube
#local Size = whatever_scale_suits_the_size_of_your_cube
scale Size
}
And if you make a copy of your image in a paint program, convert to
grayscale, then invert the colors (negative in PSP) and use that as a
normal in the Bricks texture like:
normal { bump_map { png "brickwall_bump.png" } bump_size 6 }
You'll get a pretty good brick wall.
RG
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