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A sample image for a patch I made to Megapov 1.2, which I hope to have
incorporated into the next version. Read about it in
povray.unofficial.patches .
sphere {
0,5
pigment {
image_map {
tile_map {
6,6
[0,0 png "1test.png"]
[0,2 png "1test.png"]
[0,4 png "1test.png"]
[1,1 png "2test.png"]
[1,3 png "2test.png"]
[2,0 png "3test.png"]
[2,2 png "3test.png"]
[2,4 png "3test.png"]
[3,1 png "4test.png"]
[3,3 png "4test.png"]
[4,0 png "5test.png"]
[4,2 png "5test.png"]
[4,4 png "5test.png"]
}
map_type 0
}
}
}
light_source {
<20,20,-20>*1000
color 1.5
}
camera {
location <0,2,-5>*2
look_at <0,0,0>
}
Post a reply to this message
Attachments:
Download 'tilemap.png' (522 KB)
Preview of image 'tilemap.png'
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Chris Jeppesen wrote:
> A sample image for a patch I made to Megapov 1.2, which I hope to have
> incorporated into the next version. Read about it in
> povray.unofficial.patches .
Well, that's nice, but couldn't the same thing have been made with a macro
using nested gradient patterns? The syntax wouldn't be as neat, but it could
still be made rather easy (if a bit clumsy):
#declare tile_map = array[13][2] {
{array[2]{0,0},array[2]{"png","1test.png"}},
{array[2]{0,2},array[2]{"png","1test.png"}},
{array[2]{0,4},array[2]{"png","1test.png"}},
{array[2]{1,1},array[2]{"png","2test.png"}},
...
}
Or a different approach:
#declare tile_map = array[13][2] {
{"0,0","1test.png"},
{"0,2","1test.png"},
{"0,4","1test.png"},
{"1,1","2test.png"},
...
}
And the macro could then be invoked with something like this:
pigment {MakeTileMap(6,6,tile_map)}
Rune
--
http://runevision.com
Post a reply to this message
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Rune wrote:
> Chris Jeppesen wrote:
>> A sample image for a patch I made to Megapov 1.2, which I hope to have
>> incorporated into the next version. Read about it in
>> povray.unofficial.patches .
>
> Well, that's nice, but couldn't the same thing have been made with a macro
> using nested gradient patterns? The syntax wouldn't be as neat, but it could
> still be made rather easy (if a bit clumsy):
>
...
>
> And the macro could then be invoked with something like this:
>
> pigment {MakeTileMap(6,6,tile_map)}
>
> Rune
I don't quite understand. What would MakeTileMap do? Does it create
zillions of layered pigments where each tile gets a layer? I tried that
before I wrote the patch, there is only limited layering in a texture,
and at some points I needed to use more tiles than was permitted.
I have never heard of a nested gradient pattern.
Post a reply to this message
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Chris Jeppesen wrote:
> I don't quite understand. What would MakeTileMap do? Does it create
> zillions of layered pigments where each tile gets a layer?
No, it doesn't use layers at all.
> I have never heard of a nested gradient pattern.
Here's a simple example of 2x2 tiles in a nested gradient:
plane {
-z, 0
pigment {
#declare Img1 = pigment {image_map {png "1test.png"} scale 0.5}
#declare Img2 = pigment {image_map {png "2test.png"} scale 0.5}
#declare Img3 = pigment {image_map {png "3test.png"} scale 0.5}
#declare Img4 = pigment {image_map {png "4test.png"} scale 0.5}
#declare RowA = pigment {gradient x pigment_map {[0.0, Img1][0.5,
Img1][0.5, Img2][1.0, Img2]}}
#declare RowB = pigment {gradient x pigment_map {[0.0, Img3][0.5,
Img3][0.5, Img4][1.0, Img4]}}
gradient y
pigment_map {[0.0, RowA][0.5, RowA][0.5, RowB][1.0, RowB]}
}
finish {ambient 1 diffuse 0}
translate 2*z
}
Rune
--
http://runevision.com
Post a reply to this message
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