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Hello good people,
I have had a problem with a uv mapped primative sphere in csgs.
I hope this qualifies as an "advanced" problem! (or is it an unofficial
patches issue?)
there is an image in .binaries.images with the same subject name
illustrating the issue.
the source is in .binaries.scene-files.
premise:
the scene contains a declared sphere object, with a uv mapped checker
pattern and a separate declared object for the axis, red denoting the x
axis, green y , and blue z .
the top sphere is the sphere, rotated and translated, with the axis
rotated and translated separately. Fine, this is what i want and expect,
except that they remain as two separate objects.
The second sphere is a simple union of the sphere and axis objects and
then transformed together as a whole. You will see that the transforms
haven't quite carried thru to the uv checkers.
if it helps or answers afew q's straight away, the origin is right
between the two spheres.
What gives?
tia,
benp
p.s. has anyone had a go at Vahur Krouverk's POVman 0.61 yet? -Its
ace!(see source)
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Looks like a bug.
-Nathan
"Ben Paschke" <ben### [at] rspcomau>...
> The second sphere is a simple union of the sphere and axis objects and
> then transformed together as a whole. You will see that the transforms
> haven't quite carried thru to the uv checkers.
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So i guess the work around for the moment is to have uv mapped objects as
discreet scene objects..
That's ok.
thanks.
Nathan Kopp wrote:
> Looks like a bug.
>
> -Nathan
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I actually just tested it with a mesh object with uv coords and it works fine
in a union, so i guess the problem only exists for the primative objects
(well, the sphere at least..)
Ben Paschke wrote:
> So i guess the work around for the moment is to have uv mapped objects as
> discreet scene objects..
> That's ok.
> thanks.
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"Ben Paschke" <ben### [at] rspcomau> wrote...
> I actually just tested it with a mesh object with uv coords and it works
fine
> in a union, so i guess the problem only exists for the primative objects
> (well, the sphere at least..)
It should only affect the sphere and box. Some weird stuff goes on when you
transform those objects, and the special cases weren't being handled quite
correctly. There's also another bug with spheres, where if you apply some
standard transforms (translate, rotate, scale), then either a declared
transform or a matrix transform, and then apply another standard transform,
the UV mapping will get messed up. I've fixed this now for POV 3.5.
-Nathan
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You can actually get the same pattern by careful use of
the radial and wood patterns. I did this to mkae a boing-ball
a while back. if you'de like, I could dig up the code and post
it. It is standard povray 3.1 so there should be no problem
getting it to work on your system.
Pete
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