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Le 19/11/2016 à 19:19, Mike Horvath a écrit :
> On 11/19/2016 12:59 PM, Le_Forgeron wrote:
>> Le 19/11/2016 à 18:47, Mike Horvath a écrit :
>>>
>>> I think it would be pretty easy to produce a macro that does all of the
>>> above. But how do I turn that into a POV-Ray function? The function
>>> needs to work as a color as well as an isosurface I think.
>>
>>
>> Basic of povray: the shape is not bound to the texture (excepted for
>> uv_mapping).
>>
>> Make the work for the shape, and separately the work to map 3D
>> coordinates to colour.
>>
>
> Okay. But how?
Within the attached include file, you could replace uv_vertex with your
computed position.
The top macro is UVMeshable, first parameter is an object, just
ignore/remove it
The two others are the resolutions... you can simplify too for your
usage (getting ride of uv_min & uv_max).
mesh{
UVMeshable...
then you insert the uv_mapped texture (and I already provided some code
for that part in this thread)
et voila.
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Attachments:
Download 'nurbsmesh.inc.txt' (2 KB)
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