POV-Ray : Newsgroups : povray.binaries.images : Is this what's SUPPOSED to happen?? [3 images ~120kb total] : Is this what's SUPPOSED to happen?? [3 images ~120kb total] Server Time
4 Nov 2024 20:13:07 EST (-0500)
  Is this what's SUPPOSED to happen?? [3 images ~120kb total]  
From: Dayv Helfrich
Date: 26 May 2007 01:21:40
Message: <4657c3e4@news.povray.org>
Is this the wrong place to post this question?  I figured since I was 
attaching images to illustrate my problem it'd be best to start here.

Based on my previous understanding of image_maps, and the documentations 
description, my image isn't coming out as expected...

I have a PNG of my company's logo.  I made the background transparent 
leaving the white and gray parts.  I created a box object, applied an 
image_map of the logo.  I expected to see the white and gray portions of the 
logo extruded along the Z axis from the front of the box to the back. 
Instead, the image is appearing flat against the front of the box (-z, for 
the purposes of this scene., flat against the back of the box (+z), with 
emptyness in the middle... Is it because I'm using alpha channel 
transparency?  Am I doing something dumb?  Or do I just STILL (after 10 
years since my rsocp) still not have a grasp on the basics???  I've tried 
things like scaling the texture along the z axis, making the box hollow, 
then not hollow, then using interior_texutre... none of these I expected to 
work, but...

I'm attaching 2 renders, jpg, cropped to make smaller files, and the full 
.png image I'm using as my image map.

The code:

// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <20, 0, 0> <0, 0, 20> // lights spread out across this distance (x * z)
  4, 4                // total number of lights in grid (4x*4z = 16 lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  //circular            // make the shape of the light circular
  //orient              // orient light
  translate <40, 40, -40>   // <x y z> position of light
}


plane {
  y,
  0.0
  hollow on
  material {
        texture {
                pigment {
                        color rgb <1.00, 0.95, 0.90>
                        }
        }
  }
  finish {
        specular 1
        reflection 0.3
        crand 0.02
        diffuse 0.5
  }
}

box {
        < 0.00,  0.00001,   0.05>  // one corner position <X1 Y1 Z1>
        < 5.76,  4.08,     -0.05>  // other corner position <X2 Y2 Z2>
        material {
                texture {
                        pigment {
                                image_map {
                                        png "dg.png"
                                        once
                                }
                                scale <5.76, 4.08, 1>
                        }
                }
        }
}


Any thoughts???
Thanks!
-Dayv


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Attachments:
Download 'DG.jpg' (57 KB) Download 'DG.png' (19 KB) Download 'DGsideview.jpg' (37 KB)

Preview of image 'DG.jpg'
DG.jpg

Preview of image 'DG.png'
DG.png

Preview of image 'DGsideview.jpg'
DGsideview.jpg


 

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