POV-Ray : Newsgroups : povray.general : Custom camera tricks.. : Re: Custom camera tricks.. Server Time
29 Jul 2024 10:17:44 EDT (-0400)
  Re: Custom camera tricks..  
From: Patrick Elliott
Date: 3 Dec 2011 18:26:46
Message: <4edab036$1@news.povray.org>
On 12/2/2011 9:23 PM, clipka wrote:
> Am 03.12.2011 05:14, schrieb Patrick Elliott:
>
>> The idea being to use POV-Ray to produce "both" the displacement map,
>> which is to be converted to mesh, and the "UV texture", which will be
>> applied to it. I know you could do it with a Mesh_Camera, as per the
>> first site, but that still means building the original mesh in something
>> else, and importing it, instead of doing the whole thing in SDL.
>
> The problem is that the mesh camera concept only works for objects with
> a well-defined UV mapping. It could theoretically be extended to simple
> shapes such as spheres, boxes and such (as these do have a defined UV
> mapping), but certainly not for complex CSG stuff.
>
> Even if it was possible to auto-generate a mesh from CSG, automatically
> finding a suitable UV mapping would be yet another challenge.
Maybe. I would think that would depend on how the mesh was generated. 
Since the displacement would be aligned identically to the image you 
intend to apply later, they should match up the same way. If you convert 
the mesh wrong, then, of course you are going to have a problem. Mind, I 
could be dead wrong of course. Could be interesting to try. My issue is 
whether the only means of generating such a camera is to use a 
mesh_camera, or if its possible to do like object_camera? I suspect its 
not a feature, but then I don't know the full list of things 
planned/implemented. Mind, I have no idea why a UV map *should* be 
different than this.

Anyway, its an idea. Just kind of wondered if you had to start with a 
mesh, or you could produce one, and the texture, or well, it might 
*still* work if you did like:

1. Displacement map.
2. Generate mesh.
2a. Maybe produce a UV map from this?
3. Use resulting mesh (and new map, if needed) to generate the texture 
via the mesh_camera method.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.