POV-Ray : Newsgroups : povray.newusers : Trace with pigments : Re: Trace with pigments Server Time
28 Jul 2024 16:30:51 EDT (-0400)
  Re: Trace with pigments  
From: Chris B
Date: 5 Jul 2008 11:41:55
Message: <486f9643@news.povray.org>
"Gyscos" <gys### [at] gmailcom> wrote in message 
news:web.486f8d6ec03ce0661ba56a630@news.povray.org...
> Humm, on my PC it doens't work, the spheres are black (I use POV-ray v3.7 
> b27 so
> maybe it doesn't support cutaway_textures...)
>

Oh that's a pity. I'm on 3.6 on Windows and it works for me. I found that 
the spheres are black if they end up on the outside of the object, rather 
than inside it, hence having to use the inverse of the object. Do you get an 
error in the message stream saying that an there's a missing pigment?

> Are you sure the box stores the texture of every point of the space, not 
> only on
> its surface ?...

When a ray hits a surface it evaluates the texture to find the appropriate 
value for that point in 3D space using the texture that applies to that part 
of the object. It shouldn't really care where that surface is on the object.

>
> What I first wanted to do was to put spheres on the object without the 
> object
> itself (like a wireview with spheres instead of wires).
>

That would be easy if you could isolate the texture used for the object. 
Would that really be too difficult to do?

> Would something like :
>
> object {
>  difference {
>    union {
>      object { MyObject }
>      object { MyObject invert }
>    }
>    sphere { TheSpheresToPut }
>    cutaway_texture
>  }
> invert
> }
>
> work ?

No. I think you'd end up with a degenerate object.

Regards,
Chris B.


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