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On Tue, 04 Nov 2003 19:11:01 -0500, Tim Cook <z99### [at] bellsouthnet> wrote:
>hoven wrote:
>> Is it possible (in POV in general and in Moray in particular) to put
>> different imagemap textures on the individual sides if a, for example,
>> cube?
>
>Absolutely.
>
>^_^
Come on Tim.
Yes it is possible but not easily. The image map needs to be made with something
like UVmapper and you need a spherical maping. Another way is using Ver 3.5 is
to convert it into a mesh then UV map individual faces or groups with seperate
imagemap textures.
Regards
Stephen
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At http://www.povray.org/documentation/view/191/
see the section 6.7.7.1, "Supported Objects", specially "box".
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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thanks.
I've been fiddling around a bit with this mesh stuff (told you I'm VERY new
to this), but while editing meshes works fine for me I can't really figure
out how to actually texture and UV map selected faces. Povray gives me an
error anytime I invole some kind of material. Can you point me to any
tutorials about the steps neccessary to texture a mesh?
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web.3fa8692fbbbde712d68ed1650@news.povray.org...
> thanks.
>
> I've been fiddling around a bit with this mesh stuff (told you I'm VERY
new
> to this)
Welcome Aboard :c)
Everybody is new to everything at the beginning.
>. Povray gives me an error anytime I invole some kind of material. Can you
point me to any
> tutorials about the steps neccessary to texture a mesh?
>
Yes, for a mesh, you have to make a mesh texture.
In Moray,
open the material editor,
select the material that is causing an error
right click
select Properties/Rename (shortcut Alt/Enter)
Check "This is a mesh2 texture...." box
Doesn't it work better?
Moray doesn't allow a material on a mesh, only a texture ( material is a
hierarchy level above a texture:
material{texture{...}[interior{...}]}
in pov language, interior being optional.
By default, Moray exports materials to POV even if you put no interior so
you have to tell Moray to export only a texture.
Marc
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On Tue, 4 Nov 2003 22:06:23 EST, "hoven" <hov### [at] gmxnet> wrote:
>thanks.
>
>I've been fiddling around a bit with this mesh stuff (told you I'm VERY new
>to this), but while editing meshes works fine for me I can't really figure
>out how to actually texture and UV map selected faces. Povray gives me an
>error anytime I invole some kind of material. Can you point me to any
>tutorials about the steps neccessary to texture a mesh?
Marc has told you how to create a mesh texture. What I did is create a normal
texture with an image map and apply it to a box. Made sure the scaling was
correct (Scale <2,2,1> Translate <-1,-1,1>). The rendered image looks like a
solid picture on two faces of the box. (I hope you are following my inexact
method, I don't have a working system at the moment and this is all from
memory.)
Copy this material and past it as a top layer Ctrl + E
Change it to a mesh texture.
Do this five more times and change the image in the image map
Convert the box to a mesh.
Select the mesh and add the six mesh textures. In the Edit Tab (I'm getting a
bit hazy here) select one face. Further down you can select the mesh texture you
want for that face then set it (Set to Mat, Don't forget this). Do the same for
the other sides. You will need to adjust the rotation and translation.
Regards
Stephen
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On Wed, 05 Nov 2003 12:12:56 +0000, Stephen McAvoy <McA### [at] aolcom> wrote:
>You will need to adjust the rotation and translation.
Sorry, that is the rotation and translation of the Image Map. This is because
the image will be in the XY plane and you will want some in the XZ and YZ
planes.
Regards
Stephen
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Stephen McAvoy <McA### [at] aolcom> wrote:
> What I did is create a normal
> texture with an image map and apply it to a box. Made sure the scaling was
> correct (Scale <2,2,1> Translate <-1,-1,1>). The rendered image looks like a
> solid picture on two faces of the box.
Try using uv_mapping.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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On 5 Nov 2003 08:09:53 -0500, Warp <war### [at] tagpovrayorg> wrote:
> Try using uv_mapping.
Yes a good idea but I can't say anything about it just now. No graphics
programmes on my m/c till I reinstall them. Do you have a tutorial for Hoven?
Regards
Stephen
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thanks guys. Got it working the way I wanted it.
Thanks!
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"Marc Jacquier" <jac### [at] wanadoofr> wrote in message
news:3fa8c50e$1@news.povray.org...
> Yes, for a mesh, you have to make a mesh texture.
> In Moray,
> open the material editor,
> select the material that is causing an error
> right click
> select Properties/Rename (shortcut Alt/Enter)
> Check "This is a mesh2 texture...." box
>
>
> Doesn't it work better?
> Moray doesn't allow a material on a mesh, only a texture ( material is a
> hierarchy level above a texture:
> material{texture{...}[interior{...}]}
> in pov language, interior being optional.
> By default, Moray exports materials to POV even if you put no interior so
> you have to tell Moray to export only a texture.
Thanks for this info Marc... I've been searching through older posts trying to find
out how to
do this. It would have been nice for there to have been some mention of this in the
help
files.. I certainly couldn't find anything.
All the best,
Andy Cocker
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