On 2019-05-04 12:49 AM (-4), Cousin Ricky wrote:
> OK, so it turns out I don't understand cylindrical warp after all.
> True to the docs, orientation z matches the default, not orientation y.
> And somehow, orientation z corresponds to a cylinder with axis y.Â I do
> not understand why this is; and more importantly, I have no clue how to
> get a cylindrical warp to match a cylinder of arbitrary orientation. How
> does it work?
> Also, I am bemused by the cylinder illustration, which somehow works
> with a vertical cylinder and orientation y, and I am befuddled the
> spiral at the top; but since the example uses a non-default dist_exp
> (whose explanation soars way above my head), I don't know if it's relevant.
I rendered some permutations of the example in the reference manual, and
two things are clear. Most obviously, I should leave dist_exp alone.
The other is that all orientations work with a vertical cylinder.
Extrapolating, it looks to me that the cylindrical warp always assumes a
vertical structure, and that I should start with that assumption in
defining the texture, then reorient it to match the object.
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