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There are any number of ways to do this, coding the macro for readability,
flexibility, or compactness of code.
Here are just a few quick examples:
#version 3.7;
global_settings {
assumed_gamma 1.0
}
#include "colors.inc"
sky_sphere {pigment {rgb <1, 1, 1>*0.2}}
camera {
location <50, 90, -80> // position & direction of view
look_at <0, 0, 0>
right x*image_width/image_height // horizontal size of view
up y // vertical size of view
}
light_source {<25, 25, -50> color White}
/*
3.6.2.1.30 Wood Pattern
The wood pattern consists of concentric cylinders centered on the z-axis.
When appropriately colored, the bands look like the growth rings and veins
in real wood. Small amounts of turbulence should be added to make it look
more realistic. By default, wood has no turbulence.
Unlike most patterns, the wood pattern uses the triangle_wave wave type by
default.
This means that like marble, wood uses color map values 0.0 to 1.0 then repeats
the
colors in reverse order from 1.0 to 0.0. However you may use any wave type.
The wood pattern has a default color_map built in that results in a light and
dark brown pattern with sharp transitions.
*/
#declare Size = 10;
#declare Box = box {<1,1,1>*(-Size), <1,1,1>*Size}
#declare WoodZ = texture {pigment{wood}}
#declare WoodY = texture {WoodZ rotate x*90}
#declare WoodX = texture {WoodZ rotate y*90}
#declare Woods = array [3] {WoodX, WoodY, WoodZ}
#for (N, -1, 1)
object {Box texture {Woods[N+1]} translate x*N*Size*3}
#end
#macro Assign_Wood_Texture (Orientation)
#declare A = Orientation*<1, 2, 3>;
#declare Alignment = A.x + A.y + A.z;
#switch (Alignment)
#case (1)
texture {WoodX}
#break
#case (2)
texture {WoodY}
#break
#case (3)
texture {WoodZ}
#break
#else
#debug "Not a valid orientation vector \n\n"
#end // end switch - case/range - break
#end
#macro Assign_Wood_Texture2 (Orientation)
#declare A = Orientation*<1, 2, 3>;
#declare Alignment = A.x + A.y + A.z;
texture {Woods[Alignment-1]}
#end
object {Box Assign_Wood_Texture (x) translate x*(-1)*Size*3 translate z*40}
object {Box Assign_Wood_Texture (y) translate x*( 0)*Size*3 translate z*40}
object {Box Assign_Wood_Texture (z) translate x*( 1)*Size*3 translate z*40}
object {Box Assign_Wood_Texture2 (x) translate x*(-1)*Size*3 translate z*90}
object {Box Assign_Wood_Texture2 (y) translate x*( 0)*Size*3 translate z*90}
object {Box Assign_Wood_Texture2 (z) translate x*( 1)*Size*3 translate z*90}
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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 15 Apr 2018 18:04:11
Message: <5ad3cc5b@news.povray.org>
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Still no success. I believe, I converted your example into my code, but
I am getting the error:
"Parse Error: No matching } in 'texture', 'texture' found instead."
And this is the code that called this macro:
box { < -1.2, 0.0, -1.1 > < -1.1, 1.0, 1.1 > texture {
MyYellowSimpleDir(z) } } // Z
box { < -0.8, 0.0, -1.1 > < 1.2, 1.0, -1.0 > texture {
MyYellowSimpleDir(x) } } // X
box { < -0.2, 0.0, 0.0 > < 0.2, 2.0, 0.1 > texture {
MyYellowSimpleDir(y) } } // Y
Do you see anything that I don't see? I admit, I am rendering in the
evening hours until I fall asleep. I am often enough over-tired.
---
http://www.avg.com
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Attachments:
Download 'pov-ray error.jpg' (228 KB)
Preview of image 'pov-ray error.jpg'
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Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Still no success. I believe, I converted your example into my code, but
> I am getting the error:
> "Parse Error: No matching } in 'texture', 'texture' found instead."
So then instead of
box { < -1.2, 0.0, -1.1 > < -1.1, 1.0, 1.1 > texture {
MyYellowSimpleDir(z) } } // Z
do
box { < -1.2, 0.0, -1.1 > < -1.1, 1.0, 1.1 >
MyYellowSimpleDir(z) } // Z
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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 15 Apr 2018 21:44:57
Message: <5ad40019$1@news.povray.org>
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Oh man, THAT was it!!! Thanks!
To declare a texture macro, is somewhat different to declare an item
macro (object)! A texture macro has no wrapping before its call.
Trust me, I could have spent many more days and weeks with this problem.
i learned something new today about the POV-Ray scene language. That
opens many doors to many new future usages...
---
http://www.avg.com
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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 28 Apr 2018 03:59:37
Message: <5ae429e9@news.povray.org>
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UPDATE
Did excessive works on many textures, more to come. In zoom, the ship
textures start finally to look remarkable.
The water area around the ship looks different because it will work with
photons. But that's still to come. Once I have a photon map, I will make
all water looking the same again.
Corrosion spots added. Dirt and paint irregularities added.
Constructional irregularities added. 1855s US flag added.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
Attachments:
Download 'sl - mississippi paddle-wheel steamer - stern.jpg' (1053 KB)
Preview of image 'sl - mississippi paddle-wheel steamer - stern.jpg'
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From: Stephen
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 3 May 2018 07:30:29
Message: <5aeaf2d5$1@news.povray.org>
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On 28/04/2018 08:59, Sven Littkowski wrote:
> UPDATE
>
> Did excessive works on many textures, more to come. In zoom, the ship
> textures start finally to look remarkable.
>
> The water area around the ship looks different because it will work with
> photons. But that's still to come. Once I have a photon map, I will make
> all water looking the same again.
>
> Corrosion spots added. Dirt and paint irregularities added.
> Constructional irregularities added. 1855s US flag added.
>
This is coming along nicely.
Unique drive mechanism. :-)
I'm not too sure about the "Eye shaped pattern" on the crank linkage.
Bolts are generally in straight lines on girders. Although if space is
tight every second row can be staggered to allow spanner room.
--
Regards
Stephen
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From: Alain
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 3 May 2018 13:45:56
Message: <5aeb4ad4@news.povray.org>
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Le 18-05-03 à 07:30, Stephen a écrit :
> On 28/04/2018 08:59, Sven Littkowski wrote:
>> UPDATE
>>
>> Did excessive works on many textures, more to come. In zoom, the ship
>> textures start finally to look remarkable.
>>
>> The water area around the ship looks different because it will work with
>> photons. But that's still to come. Once I have a photon map, I will make
>> all water looking the same again.
>>
>> Corrosion spots added. Dirt and paint irregularities added.
>> Constructional irregularities added. 1855s US flag added.
>>
>
> This is coming along nicely.
> Unique drive mechanism. :-)
> I'm not too sure about the "Eye shaped pattern" on the crank linkage.
>
> Bolts are generally in straight lines on girders. Although if space is
> tight every second row can be staggered to allow spanner room.
>
>
>
The key word here is "generally". In this case, where the mechanism is
visible, and in a time when aesthetics was more of a concern, it was not
uncommon to add some extra bolts, or rivets, that where mostly for
decoration.
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From: Stephen
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 3 May 2018 14:38:34
Message: <5aeb572a$1@news.povray.org>
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On 03/05/2018 18:46, Alain wrote:
> Le 18-05-03 à 07:30, Stephen a écrit :
>>
>> Bolts are generally in straight lines on girders. Although if space is
>> tight every second row can be staggered to allow spanner room.
>>
>>
>>
> The key word here is "generally". In this case, where the mechanism is
> visible, and in a time when aesthetics was more of a concern, it was not
> uncommon to add some extra bolts, or rivets, that where mostly for
> decoration.
Funnily enough, when I was writing that post. I remembered some of the
decorative wrought ironwork. I have seen in Paris.
The extra rivets were the "golden rivets", I suppose. ;-)
--
Regards
Stephen
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From: clipka
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 4 Jun 2018 16:35:24
Message: <5b15a28c$1@news.povray.org>
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Am 07.04.2018 um 07:26 schrieb Sven Littkowski:
> I went to DAZ 3D, and also to MakeHuman, and also to Poser 3D, as well
> as even to SketchUp. Nothing that can be used. I am condemned by the gods.
Update: DAZ 3D currently has clothes on sale labeled "Victorian", so
that should match the era; not sure if they work for the Americas though.
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From: Sven Littkowski
Subject: Re: INVITATION: Join the Mississippi Paddle-Wheel Steamer!
Date: 15 Jun 2018 21:30:21
Message: <5b24682d$1@news.povray.org>
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Hi.
Yes, i saw them. They are better for English scenes. The 1850s Southern
USA had very different styles, and much more colorful, too. :-)
But big thanks anyway! It is the spirit that counts! :-)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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