POV-Ray : Newsgroups : povray.newusers : Texture : Re: Texture Server Time
30 Jul 2024 04:16:23 EDT (-0400)
  Re: Texture  
From: Daniel
Date: 16 Feb 2005 15:12:01
Message: <4213a911$1@news.povray.org>
BTW is there a way to interpolate in the alpha area to make it a solid 
object?
"Daniel" <new### [at] hotmailcom> wrote in message 
news:42136175$1@news.povray.org...
> Props to you.  I basically understand it.  I learn by taking source code 
> of programs apart and trying various things.  So thanks again!  If you 
> want to see my finished logo for proposal, I'll be happy to send it to 
> you.  Now its off to combining the alphabet blocks (or my own) to this. 
> Should look prerty convincing.
> "Bob Hughes" <omn### [at] charternet> wrote in message 
> news:4212c756$1@news.povray.org...
>> "Daniel" <new### [at] hotmailcom> wrote in message 
>> news:42129027$1@news.povray.org...
>>> Can some1 please make me a sample?  I'm very new at POV ray.
>>
>> Since you're new to this I sure hope you can figure out what I've done 
>> here:
>>
>> // BEGIN HERE
>> global_settings {
>> assumed_gamma 1
>> }
>>
>> camera {location -3*z up y right image_width/image_height*x look_at 0}
>>
>> light_source {<100,100,-100>,1}
>>
>> #declare ImagePart=
>> texture {
>>  pigment {
>>   image_map {
>>   png "alpha.png"
>>  }
>> }
>> }
>>
>> #declare InvisiblePart=
>> texture {
>>  pigment {
>>   rgbt 1
>>  }
>> }
>>
>> // thick-walled box
>> intersection {
>> height_field {
>>  png "alpha.png"
>>  water_level 0.005 // remove lowest/darkest part
>>  // some adjustments to get into place
>>  rotate -90*x
>>  scale <1.001,1.001,2>
>>  translate 0.5*z
>> }
>> difference {
>>  box {
>>   0,1 // outside
>>  }
>>  box {
>>   0.1,0.9 // inside
>>  }
>> }
>> texture {
>>  gradient z
>>  texture_map {
>>   [0.1 ImagePart] // trying to match thickness surface...
>>   [0.1 InvisiblePart] // ... so are transformations below
>>  }
>>  scale <1.02,1.02,2> // some adjustments to get into place...
>>  translate <-0.01,-0.01,-0.01> // ... so that coverage is good
>> }
>> translate <-0.5,-0.5,-0.5> // center on world origin
>> rotate <0,-45,0> // turn to show thickness better
>> }
>>
>> // show where box is
>> difference {
>>  box {
>>   0,1 // outside edges
>>  }
>>  box {
>>   0.01,0.99 // cutaway sides
>>    scale <1.1,1,1> translate -0.015*x
>>  }
>>  box {
>>   0.01,0.99 // cutaway top/bottom
>>    scale <1,1.1,1> translate -0.015*y
>>  }
>>  box {
>>   0.01,0.99 // cutaway front/back
>>    scale <1,1,1.1> translate -0.015*z
>>  }
>>  pigment {
>>   color rgb 1
>>  }
>> translate <-0.5,-0.5,-0.5> // center on world origin
>> rotate <0,-45,0> // turn to show thickness better
>> }
>> // END HERE
>>
>> No doubt this complicated to go through just for a simple thing such as 
>> this but I'm not able to think of a better way. Obviously there's a whole 
>> lot of juggling the positions around to fit it all together right, and I 
>> suppose you'll be changing it to do what you want.
>>
>> Maybe this will help anyhow. You can always ask more questions.
>>
>> Bob Hughes
>>
>>
>
>


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