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Of course I had to try ABX' suggestion to make one's
own XYZ to UV mapping functions:
http://news.povray.org/povray.advanced-users/30962/
And after having played around for a while with that
technique, I thought that maybe one could define a
pigment that shows the uv-coordinates "projected"
onto the surface of the shape one are working with.
The attached image shows the result.
A macro; UVcoordPigment() builds this pigment.
Here is how it was called:
object {
ParametricMesh( ... )
texture {
uv_mapping
UVcoordPigment()
}
}
Any suggestions or comments ?
Tor Olav
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Attachments:
Download 'B-Splines03_09_03.jpg' (103 KB)
Preview of image 'B-Splines03_09_03.jpg'
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On 26 Mar 2003 07:40:08 -0500, Tor Olav Kristensen <tor_olav_kCURLYAhotmail.com>
wrote:
> Of course I had to try ABX' suggestion to make one's
> own XYZ to UV mapping functions:
I have used that idea in my 'random' isosurface maze:
http://news.povray.org/search/advanced/?s=maze&g=povray.binaries.images
> And after having played around for a while with that
> technique, I thought that maybe one could define a
> pigment that shows the uv-coordinates "projected"
> onto the surface of the shape one are working with.
Interesting, you mean red is u, green is v and blue is nothing ?
> Any suggestions or comments ?
Since it is mesh, isn't that already posible with 'traditional' uv_mapping ?
ABX
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ABX <abx### [at] abxartpl> wrote in
news:bf938v0ve50rka8b3sovjbtbdmjhl7qike@4ax.com:
> On 26 Mar 2003 07:40:08 -0500, Tor Olav Kristensen
> <tor_olav_kCURLYAhotmail.com> wrote:
>> Of course I had to try ABX' suggestion to make one's
>> own XYZ to UV mapping functions:
>
> I have used that idea in my 'random' isosurface maze:
> http://news.povray.org/search/advanced/?s=maze&g=povray.binaries.images
I did not realise that back then. Hmmm... Maybe I could
use this in some of my own isosurfaces.
>> And after having played around for a while with that
>> technique, I thought that maybe one could define a
>> pigment that shows the uv-coordinates "projected"
>> onto the surface of the shape one are working with.
>
> Interesting, you mean red is u, green is v and blue is nothing ?
Yes.
>> Any suggestions or comments ?
>
> Since it is mesh, isn't that already posible with 'traditional'
> uv_mapping ?
It _is_ traditional UV-mapping. Maybe I was a little
unclear about that: No user defined functions are used
to build or map the pigment. It is POV-ray itselt that
does the mapping. My macro just builds the pigment.
(The ParametricMesh() macro defines, as usual, the UV
coordinates for each mesh triangle vertice.)
Tor Olav
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