|
|
On 11/19/2016 3:25 PM, Le_Forgeron wrote:
> 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.
>
I don't understand how to use these macros. Do you have examples I can
look at?
Mike
Post a reply to this message
|
|