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On 09/10/2017 10:01 AM, Stephen wrote:
> On 10/09/2017 14:27, clipka wrote:
...
>
>> ... and hope that the pigment isn't UV-mapped,
>
> Hope is not involved because there is a good chance I would want to do
> that. Is it at all possible?
>
We do now have a user defined by functions camera. If you can work out
how to map each 'trace' to an equivalent user defined camera ray, it
should be you can create an image - sort of a new version of the uv
mapped texture as 'seen' mapped onto the object. This rendered image
could then be queried at the appropriate x,y positions for each trace to
give you the color values.
Likely want to create that image with a modified finish of ambient 1.0
or emission 1.0 - and diffuse 0.0 for the object's texture.
I've had the reverse of what you are attempting floating around in my
head for creating uv mapped images via texture baking environments for
all POV-Ray's uv mapped objects. We have the uv mapping for a
significant number of primitives, but for most, no easy way to create uv
image maps for them. In other words, as part of the uv mapping
capability for each primitive, might we be able to provide uv mapping
functions which could be use to create inward or outward facing user
defined functional cameras more or less in the 'shape' of the primitive
object. Kind of a mesh camera capability. Every uv mapped primitive
could also be a primitive shaped camera by using the uv appropriate
functions and matching shape parameters. ;-)
Using the mesh camera to get a rendered image for the traced colors is I
think another possibility. Create a triangle in the 'camera' mesh for
each traced ray.
Bill P.
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