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scott nous apporta ses lumieres en ce 2007/09/11 06:40:
>> I'm attempting to solve a problem so fiddly that it's really quite
>> hard to explain what I'm even trying to *do*!
>>
>> Basically, I want to make a 2D pattern with seemless repeats out of a
>> normal POV-Ray 3D pattern. However, I can't seem to find a way to take
>> a flat 2D grid and bend it into some kind of 3D form in such a way
>> that the pattern has a uniform frequency everywhere.
>
> A good trick I know from realtime 3D graphics is as follows:
>
> Define 3 patterns for the X Y and Z planes. At each point on the
> surface you are rendering, take a weighted average of the 3 patterns
> based on the magnitude of the normal vector in that direction. So if
> your surface normal is <1,0,0> or <-1,0,0> you would take 100% from
> pattern X, and none from the others. etc
>
> This way you get a nice smooth blending that covers the entire shape
> nicely and you don't get any areas where the pattern looks horribly
> stretched.
>
> It works very well for organic shaped things (eg rocks, animals) with
> organic-type textures (wood/grass/granite).
>
> Not sure how you would implement this in POV, but given the flexibility
> of POV I'm sure someone could implement it (I think you need megaPOV to
> use the normal data in a pattern).
>
>
There is the slope pattern that can take any arbitrary refference vector. That
combined with the average pattern could be used to do something similar.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you are compulsive, neurotic,
anti-social, paranoid and manic-depressive but basically happy.
Quietly Watching
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