POV-Ray : Newsgroups : povray.advanced-users : Texture Maps Help Server Time
1 Nov 2024 17:21:58 EDT (-0400)
  Texture Maps Help (Message 1 to 4 of 4)  
From: John Albarelli
Subject: Texture Maps Help
Date: 5 Jul 2001 16:55:29
Message: <3b44d441$1@news.povray.org>
I have an image, just a simple bmp with black letters on a white background.
I'm trying to map a reddish, reflective texture (called T1 for the sake of
argument) on the black letters, and a blue jagged texture (called T2) onto
where the white background is.  Can someone helpp me, as I can't seem to get
the syntax right.  Thanks.

John


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From: Jaime Vives Piqueres
Subject: Re: Texture Maps Help
Date: 5 Jul 2001 17:59:04
Message: <3B44E332.1315DB44@ignorancia.org>

> 
> I have an image, just a simple bmp with black letters on a white background.
> I'm trying to map a reddish, reflective texture (called T1 for the sake of
> argument) on the black letters, and a blue jagged texture (called T2) onto
> where the white background is.  Can someone helpp me, as I can't seem to get
> the syntax right.  Thanks.
> 
> John

 Well, can you specify a bit? What's the problem with your material_map? 

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org/


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From: Jaime Vives Piqueres
Subject: Re: Texture Maps Help
Date: 5 Jul 2001 18:07:48
Message: <3B44E53F.894F2868@ignorancia.org>

>  Well, can you specify a bit? What's the problem with your material_map?

 Hmmm.. seems that I answered unintentionally your question! When
sending the first response I notice your subject again ("texture maps
help"). Perhaps you are using texture_map with an image? If I remember
well, this can be done with material_map only...

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org/


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From: Bob H 
Subject: Re: Texture Maps Help
Date: 6 Jul 2001 01:06:07
Message: <3b45473f@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:3B44E53F.894F2868@ignorancia.org...

> >  Well, can you specify a bit? What's the problem with your material_map?
>
>  Hmmm.. seems that I answered unintentionally your question! When
> sending the first response I notice your subject again ("texture maps
> help"). Perhaps you are using texture_map with an image? If I remember
> well, this can be done with material_map only...

Must be so.  So... direct from the documentation (really helpful to use that, the
documentation):

#include "colors.inc"
#include "textures.inc"

plane {z,0
   texture {
      material_map {
         png "povmap.png"
         texture {  //used with index 0
            pigment {color red 0.3 green 0.1 blue 1}
            normal  {ripples 0.85 frequency 10 }
            finish  {specular 0.75}
            scale 5
         }
         texture {  //used with index 1
            pigment {White}
            finish {ambient 0 diffuse 0 reflection 0.9 specular 0.75}
         }
         // used with index 2
         texture {pigment{NeonPink} finish{Luminous}}
         texture {  //used with index 3
            pigment {
               gradient y
               color_map {
                  [0.00 rgb < 1 , 0 , 0>]
                  [0.33 rgb < 0 , 0 , 1>]
                  [0.66 rgb < 0 , 1 , 0>]
                  [1.00 rgb < 1 , 0 , 0>]
               }
            }
            finish{specular 0.75}
            scale 8
         }
      }
      translate -.5
      scale 15
   }
}

light_source {<10,10,-10>,1}
camera {location -10*z look_at 0}

As you can see it's unlike the other mappings, such as image_map, in that there isn't
a "blend map"
index.  It can only be integers 0 through 255 so no decimals could be used anyway.  I
suggest the
doc be read about it.  Right-clicking on the keyword in the CodeMax Editor (Windows
platform is all
I know) will bring up the Context Help where you can read about it.
There have been problems with some BMP files (btw, use sys as the file type) so if you
get faulty
renders once everything else is right then converting to another (paletted preferably)
format to
use instead should fix things.

Bob H.


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