POV-Ray : Newsgroups : povray.tools.poser : Future implementations of Poseray. A wish list : Re: Future implementations of Poseray. Place of uv_mapping code Server Time
27 Apr 2024 23:34:56 EDT (-0400)
  Re: Future implementations of Poseray. Place of uv_mapping code  
From: Thomas de Groot
Date: 13 Nov 2009 04:57:15
Message: <4afd2d7b@news.povray.org>
"FlyerX" <fly### [at] yahoocom> schreef in bericht 
news:4afc715e@news.povray.org...
>I put the uv_mapping inside the pigment and normal for more control. As 
>shown in the POV-Ray manual it can inside or outside of these statements. I 
>did not notice a problem because I have not used textures with alpha 
>channels in a very long time. Automatically putting uv_mapping outside the 
>pigment and normal should not be a problem. Thanks for the suggestions.

Youa re welcome :-)

>
> The material structure has changed significantly in format in the latest 
> PoseRay because it now supports specular and transparency mapping at the 
> same time. Also I dropped the use of the predefined Clear pigment with 
> transparency mapping since I was having problems with it. I replaced it by 
> color rgbft<0,0,0,1,1>. I do not remember exactly the reason (I will have 
> to review my notes) but I believe the transparency at the edges was not 
> working well with Clear.

Ah yes. I think that I have noticed that as a side effect indeed.

>
> I will try to release a preliminary version of PoseRay this week since it 
> has some of the many changes that were suggested in this forum plus other 
> fixes.

Great! Looking forward to it!

>
> Below are samples of the new PoseRay-generated materials. They have the 
> transformation at the end of each map. If any of you see anything wrong 
> with them please let me know (besides the uv_mapping issue). Most likely I 
> will have to define the textures before plugging them into the texture_map 
> entries so that uv_mapping could be placed outside the pigment.
>
> pigment only:
> http://mysite.verizon.net/sfg0000/files/p.txt

- I am not sure if a diffuse 1 is such a good idea. I prefer 0.6, or 0.8 
when using an image map, like in the current version .
- Why a *double* declare for the pigment? It seems to me that only one 
should be enough, either PR_MAP_DIFFUSE or PF (well, I see some consistency 
now with the other pigments)

>
> pigment only but multiplied by a color:
> http://mysite.verizon.net/sfg0000/files/p_m.txt

- Neat! I like this. I believe that this will work much better than the 
current, rather crude, texture layering.

>
> pigment+transparency:
> http://mysite.verizon.net/sfg0000/files/p_t.txt

- OK. I see the change from Clear. Certainly works better.

>
> pigment+finish+normal+transparency:
> http://mysite.verizon.net/sfg0000/files/p_n_f_t.txt

- This is a difficult one. I need to test this to see how it works. My first 
impression is that it looks fine however.

>
> pigment+finish+normal:
> http://mysite.verizon.net/sfg0000/files/p_n_f.txt

- Same as above.

>
> pigment+normal:
> http://mysite.verizon.net/sfg0000/files/p_n.txt

- I think you put the wrong example file here. No normal visible.


Looking good overall. I am thrilled!

Thomas


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