POV-Ray : Newsgroups : povray.binaries.images : First posting (Sphere and checkers) Server Time
18 Nov 2024 18:35:32 EST (-0500)
  First posting (Sphere and checkers) (Message 1 to 5 of 5)  
From: Marko
Subject: First posting (Sphere and checkers)
Date: 11 Jul 2005 06:32:49
Message: <42d24ac8@news.povray.org>
My first post to group.

Total processing time 111h 31min 43sec

Q: (See mesh_problem.jpg)
I created mesh-object (plane with a pit with checker-texture). In bottom of
the pit, there is circle in texture. Is there any other way to get rid of
that circle than scaling tecture size?

-- 
Marko


Post a reply to this message


Attachments:
Download 'mesh_problem.jpg' (61 KB) Download 'pallot5.jpg' (88 KB)

Preview of image 'mesh_problem.jpg'
mesh_problem.jpg

Preview of image 'pallot5.jpg'
pallot5.jpg


 

From: Martin Magnusson
Subject: Re: First posting (Sphere and checkers)
Date: 11 Jul 2005 06:47:56
Message: <42d24e5c$1@news.povray.org>
Marko wrote:
> Q: (See mesh_problem.jpg)
> I created mesh-object (plane with a pit with checker-texture). In bottom of
> the pit, there is circle in texture. Is there any other way to get rid of
> that circle than scaling tecture size?

Scaling the texture (in the direction perpendicular to the plane) would 
surely be the easiest way to get rid of it, in this case. You could also 
use uv-mapping.

/ martin


Post a reply to this message

From: Mike Williams
Subject: Re: First posting (Sphere and checkers)
Date: 11 Jul 2005 08:07:26
Message: <ChVzHAA4Dm0CFwQe@econym.demon.co.uk>
Wasn't it Marko who wrote:
>My first post to group.
>
>Total processing time 111h 31min 43sec
>
>Q: (See mesh_problem.jpg)
>I created mesh-object (plane with a pit with checker-texture). In bottom of
>the pit, there is circle in texture. Is there any other way to get rid of
>that circle than scaling tecture size?

One method would be to write a pigment function, like this

  texture {
    pigment {function {(sin(x*4)+sin(z*4))/4}
      colour_map {[0.5 rgb x][0.5 rgb z]}
    }
  }

This looks just like

  texture {
    pigment {checker rgb x rgb z}
  }

except that it only chequers in the x and z directions.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: Marko
Subject: Re: First posting (Sphere and checkers)
Date: 11 Jul 2005 08:30:38
Message: <42d2666e@news.povray.org>
Mike Williams wrote:
> One method would be to write a pigment function, like this
> 
>   texture {
>     pigment {function {(sin(x*4)+sin(z*4))/4}
>       colour_map {[0.5 rgb x][0.5 rgb z]}
>     }
>   }

Thanks,
I got it working just how I like it with your help.

Also uv-mapping sound promising. I am going to try it with my other project.

-- 
Marko


Post a reply to this message

From: Alain
Subject: Re: First posting (Sphere and checkers)
Date: 12 Jul 2005 11:24:27
Message: <42d3e0ab$1@news.povray.org>
Marko nous apporta ses lumieres en ce 2005-07-11 06:32:
> My first post to group.
> 
> Total processing time 111h 31min 43sec
> 
> Q: (See mesh_problem.jpg)
> I created mesh-object (plane with a pit with checker-texture). In bottom of
> the pit, there is circle in texture. Is there any other way to get rid of
> that circle than scaling tecture size?
> 
> 
> 
> ------------------------------------------------------------------------
> 
> 
> ------------------------------------------------------------------------
> 
You can scale the checker pattern verticaly. Checker is an infinite stacking of boxes,
along all 3 
axis. Using something like scale<1,9,1>will stretch those boxes, pushing the boundary
away.

Nice image.

Alain


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.