POV-Ray : Newsgroups : povray.binaries.images : uv_mapping for cylinder, disc, cone & lemon : Re: uv_mapping for cylinder, disc, cone & lemon Server Time
26 Apr 2024 03:16:18 EDT (-0400)
  Re: uv_mapping for cylinder, disc, cone & lemon  
From: Le Forgeron
Date: 5 Sep 2018 03:03:50
Message: <5b8f7fd6$1@news.povray.org>
Le 05/09/2018 à 06:23, clipka a écrit :
> Am 04.09.2018 um 19:16 schrieb Le_Forgeron:
>> Le 04/09/2018 à 13:28, Le Forgeron a écrit :
>>>
>>> Oh, I didn't notice uv_mapping was an object modifier, and not a pattern
>>> (texture/pigment/... ) only.
>>
>>> So, one or two keywords to find, meaningful... and short, but not
>>> ambiguous.
>>
>> And the tie is now between:
>> * **direction**, as used in camera and rainbow
>> * **orientation**, as used in warp (cylindrical, spherical, toroidal)
> 
> I'm looking at the warps' "orientation" parameter right now, and it
> gives me headaches. What is it even? A vector in pigment space to pick a
> different slice of the pigment? A vector in shape space to orient the
> torus/sphere/cylinder?

For me it's the dist_exp which is more obscure: it's explained for 0, 
but what are other value ? (btw, a "box" (2D) <0,0> to <1,1> extended to 
infinity along orientation... isn't that a square and a normal to 
select... what ? On second reading, the box is infinite along 
orientation and a square in perpendicular directions.

And what is that "distance" in the text ?

Yet another case of: better open the source to understand.


At least, I understand "planar", but there is no picture for it !
And "cubic", nice cubic !

> 
>> Any preferences ?
> 
> If "orientation" in warps does exactly(!) the same, that would be the
> parameter name to use.
> 
> Otherwise, there are probably better names to pick. "uv_orientation", maybe?
> 

it would rather be u_orientation, or u_something, as v is already set by 
the shape and its symetry. u_zero ?

"second_base_vector_of_half_plane_with_symetry_axis_where_u_is_zero" is 
far too long.

I would like to avoid more than one "_" if possible (so u_zero_direction 
is one word too long). Two words is nice (look_at, point_at), but three 
or more words become painful (yet, I added rational_bezier_patch 
elsewhere, so it's not so wrong, just if it could be avoided).

Oh, and for sphere_sweep, it would be the direction of u=0 for v=0, yet 
later along the sweep it would turn for continuity.

Native speakers, you're welcome !


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