POV-Ray : Newsgroups : povray.advanced-users : 3D uv mapping of bezier patches : Re: 3D uv mapping of bezier patches Server Time
2 May 2024 19:54:54 EDT (-0400)
  Re: 3D uv mapping of bezier patches  
From: clipka
Date: 24 Jun 2016 04:03:01
Message: <576ce935$1@news.povray.org>
Am 23.06.2016 um 21:42 schrieb LanuHum:

> uv_vectors <0,0>,<0.25,0>,<0.25,1>,<0,1>
> uv_vectors <0.25,0>,<0.5,0>,<0.5,1>,<0.25,1>
> uv_vectors <0.5,0>,<0.75,0>,<0.75,1>,<0.5,1>
> uv_vectors <0.75,0>,<1,0>,<1,1>,<0.75,1>
> 
> 0 = 0% image width or image height
> 0.25 = 25% image width or image height
> 0.5 = 50% image width or image height
> 0.75 = 75% image width or image height
> 1 = 100% image width or image height
> 
> x>1 or y>1 - bad value

Actually, values smaller than 0 or larger than 1 are also perfectly
fine, as POV-Ray's textures are defined throughout the entire R(3)
coordinate space. Even when textures are defined in terms of images,
those images are repeated /ad infinitum/ in the X and Y directions and
extruded in the Z direction to define a 3D texture (unless the `once`
keyword is used, in which case the remainder of the XY plane is filled
with a default value rather than repetitive copies of the image).

Even in 3D engines that define their textures exclusively in terms of
UV-mapped 2D images, the images are usually implied to repeat in UV
space, and UV coordinates beyond the [0..1] range are frequently
employed to cover a model with a repetitive pattern.


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