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On 09/10/2010 11:04 AM, Jonsku wrote:
> Hello, this is my first post here!
>
> I'm working on a project to be displayed in a full-dome planetarium. I rendered
> some test animation that I haven't had the opportunity to see in the planetarium
> yet. However I tought it would be nice to create a simulation with our favorite
> ray tracer.
>
> What I have done so far is to write a macro to build a dome model like so :
>
> #macro dome(position, rayon, insideTexture, outsideTexture)
> difference{
> difference{
> sphere{position, rayon*1.11 texture{outsideTexture}}
> sphere{position, rayon texture{insideTexture}}
>
> }
> box{position-<rayon*1.11,0,rayon*1.11>,
> position+<rayon*1.11,rayon*1.11,rayon*1.11>}
> }
> #end
>
> As you can see it is made of a sphere hollowed out by another smaller one and
> then cut in two by a box.
>
> I'm calling this macro from inside an object so I can apply rotation, scalling,
> etc.. if needed from there :
>
> object {
> dom, insideT, outsideT)
> rotate x*180
> }
>
> The outside texture declaration (a simple colour pigment):
> #declare outsideT = texture{
> pigment{color Green}
> }
>
> This is working well, but now I'm having troubles figuring out how to texture
> the inside of the dome. At the moment my texture declaration that I pass to the
> macro as "insideTexture" is as follow :
>
> #declare insideT = texture{
> pigment{
> uv_mapping
> image_map{png "data/FisheyeTest.png"}
> }
> }
>
> where FisheyeTest.png is a square image (ratio width/height = 1/1) rendered with
> POV-Ray using the fisheye camera.
>
> The texture shows up but it is not set up properly. I tried different rotation,
> map_type, but no luck so far.
>
> I'm really stuck, could someone please help me?
>
> Best regards,
> Jonsku
If I'm understanding ... Instead of applying textures in the macro
(during the difference) I'd use interior_texture:
object {
dome (parameters)
texture {outsideT}
interior_texture {insideT}
}
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