POV-Ray : Newsgroups : povray.binaries.images : Toroidal media : Re: Toroidal media Server Time
24 Jun 2024 09:37:35 EDT (-0400)
  Re: Toroidal media  
From: Le Forgeron
Date: 8 Dec 2014 03:53:33
Message: <5485670d$1@news.povray.org>
Le 08/12/2014 09:20, Thomas de Groot a écrit :
> On 7-12-2014 18:28, Le_Forgeron wrote:
>> For a solution based on toroidal (original post), the solution is with
>> dist_exp 200 (or any big enough value) to neglect the effect of depth,
>> or changing the cylindrical to a pigment that has no influence due to
>> depth , value 1 at 0, value 0 at -1 and 1: it's planar !!!
>>
> [snip]
>>
>> Strictly speaking, dist_exp is cheating. Planar is not.
>>
> 
> Interesting. I wondered how to use dist_exp as the docs are not very
> clear on that issue and I did not know what it really represented.
> 

Not clear ? Not extensive, maybe confusing, but seems clear:
 to cite the wiki:

 With the cylindrical, spherical and toroidal warps you can wrap
checkers, bricks and other patterns around cylinders, spheres, toruses
and other objects. In essence, these warps use the same mapping as the
image maps use.

However it does 3D mapping and some concession had to be made on depth.
This is controllable by dist_exp (distance exponent). In the default of
0, imagine a box <0,0> to <1,1> (actually it is <0,0>,
<dist^dist_exp,dist^dist_exp>) stretching to infinity along the
orientation vector. The warp takes its points from that box.


> Thanks indeed
> 
> Thomas


-- 
Just because nobody complains does not mean all parachutes are perfect.


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