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I know the radiosity effect is shoddy, but I figure there's no sense in
waiting more than a few minutes for what is far from the final version.
What I want to know is whether there's a simple way to do a checkered
mapping of textures onto a torus in the pattern shown below, rather than the
POV-Ray default of using the intersection of your surface and an infinite
array of cubes.
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Download 'checkeredtorus.jpg' (19 KB)
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Preview of image 'checkeredtorus.jpg'
Preview of image 'chessonatorus.gif'
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btw, having gotten too big a headache trying to make my own chess pieces, I
just went ahead and used the ones from chesspiece1.inc, which comes with the
POV-Ray v3.6 install.
"Greg Malivuk" <gma### [at] umichedu> wrote in message
news:41314a34@news.povray.org...
> I know the radiosity effect is shoddy, but I figure there's no sense in
> waiting more than a few minutes for what is far from the final version.
>
> What I want to know is whether there's a simple way to do a checkered
> mapping of textures onto a torus in the pattern shown below, rather than
the
> POV-Ray default of using the intersection of your surface and an infinite
> array of cubes.
>
>
>
Post a reply to this message
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I should also point out that "the pattern shown below" was obtained by just
mapping a checkered bitmap onto the torus. What I want to be able to do is
map an entirely different texture onto white squares than onto black
squares.
"Greg Malivuk" <gma### [at] umichedu> wrote in message
news:41314a34@news.povray.org...
> I know the radiosity effect is shoddy, but I figure there's no sense in
> waiting more than a few minutes for what is far from the final version.
>
> What I want to know is whether there's a simple way to do a checkered
> mapping of textures onto a torus in the pattern shown below, rather than
the
> POV-Ray default of using the intersection of your surface and an infinite
> array of cubes.
>
>
>
Post a reply to this message
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"Greg Malivuk" <gma### [at] umichedu> wrote in message
news:413151dc$1@news.povray.org...
> mapping a checkered bitmap onto the torus. What I want to be able to do
> is
> map an entirely different texture onto white squares than onto black
> squares.
uv_mapping, or warp, of a texture checker pattern...
torus { 1, 0.5
texture {
uv_mapping // or use warp{} below, not both
checker
texture {
pigment {
granite
color_map {
[0 color rgb <1,0,0>]
[1 color rgb <1,1,0>]
}
}
}
,
texture {
pigment {
bozo turbulence 0.5
color_map {
[0 color rgb <0,1,1>]
[1 color rgb <0,0,1>]
}
}
}
scale <0.025,0.075,0.075>*2
// warp {toroidal orientation y major_radius 1}
}
}
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