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On Sat, 27 May 2006 19:53:58 -0700, Ben Chambers wrote:
> mil01 wrote:
>> Is there a way to have default mapping of image_maps into "cube"
>> -mapping on
>> normals of objects - like in " Flat/Cube/Tube/Sphere " in Blender ?
>>
>> only planar....?
>>
>> thank-you :-)
>
> You can change the map type. From the docs, section "3.5.12.7.2 The
> map_type Option", you can read:
>
> "A map_type 0 gives the default planar mapping [...] A map_type 1 gives a
> spherical mapping [...] With map_type 2 you get a cylindrical mapping
> [...] Finally map_type 5 is a torus [...]
> Types 3 and 4 are still under development"
>
> I'm not sure if it's possible to use normals as references in to pigments,
> which is basically what you're asking. However, the following might be
> possible:
>
> 1. Compute a function for your normals, based on the location of a point
> on the surface. This is easy for some shapes (ie a sphere, where the
> normal of a given point is the location of that point scaled to be a unit
> vector), impossible for others (meshes), and somewhere inbetween for
> others. If you know the exact shape you would like to use, you can post
> here and we will try to help you out.
>
> 2. Use this function as your pigment.
>
> 3. Use a spherical image_map.
>
> ...Chambers
>
> PS This might be one of those times I'm full of it, so take this
> suggestion with a grain of salt.
map image onto a cube:
box {
-0.5, 0.5
uv_mapping
pigment {
image_map {
tga "some_pic.tga"
}
}
finish { ambient 0.5 diffuse 0.5 }
rotate y*20
rotate x*-20
}
You might want to peruse the docs for better & more detailed
information on this matter.
It could be that I have misunderstood the question, in which
case I am sorry and please ignore this message.
--
to all the companies who wait until a large user base becomes
dependent on their freeware, then shafting said happy campers with
mandatory payment for continued usage. I spit on your grave.
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