Here's a render of my namesake. Is there any way to make the bottom of the cape
darker than the top in order to do a partial version of double_illuminate?
Would I be able to use MegaPOV's simcloth for the cape? It's far from
rectangular. How about a very large amount of masses and connections? If not,
would there be any way to put a pattern around the edge of the cape?
> Here's a render of my namesake. Is there any way to make the bottom of the > cape> darker than the top in order to do a partial version of double_illuminate?> Would I be able to use MegaPOV's simcloth for the cape? It's far from> rectangular. How about a very large amount of masses and connections? If > not,> would there be any way to put a pattern around the edge of the cape?>
I think the simcloth from MegaPOV is a mesh, instead of a bicubic patch
but yeah you should be able to texture it right as long as it's a UV
mapped mesh. There's a stand alone cloth simulator around too.
pigment {
uv_mapping
image_map {tga "cape.tga"}
}
I just realized I attached the wrong file. I meant to attach the picture. If you
want to try rendering the image, say so and I'll give you the include file I'm
using. It's a modified version of the one in glasschess.
"Tim Attwood" <tim### [at] comcastnet> wrote:
> > Here's a render of my namesake. Is there any way to make the bottom of the> > cape> > darker than the top in order to do a partial version of double_illuminate?> > Would I be able to use MegaPOV's simcloth for the cape? It's far from> > rectangular. How about a very large amount of masses and connections? If> > not,> > would there be any way to put a pattern around the edge of the cape?> >> I think the simcloth from MegaPOV is a mesh, instead of a bicubic patch> but yeah you should be able to texture it right as long as it's a UV> mapped mesh. There's a stand alone cloth simulator around too.>> pigment {> uv_mapping> image_map {tga "cape.tga"}> }
I know I'd be able to texture the simcloth. They showed it with a checkered
pattern on it. What I'm worried about is doing that for the bicubic patch.
> I know I'd be able to texture the simcloth. They showed it with a > checkered> pattern on it. What I'm worried about is doing that for the bicubic patch.
UV mapping works fine with bicubic patches.
"Tim Attwood" <tim### [at] comcastnet> wrote:
> UV mapping works fine with bicubic patches.
I really need to read the messages more thoroughly. I didn't realize what UV
mapping was. Is there any chance that POV-Ray allows me to use .svg or any
other form of vector graphics? I didn't find .svg in the POV-Ray or MegaPOV
documentations.
web.4794226b268a48389c37dbc40@news.povray.org...
> "Tim Attwood" <tim### [at] comcastnet> wrote:>> UV mapping works fine with bicubic patches.>> I really need to read the messages more thoroughly. I didn't realize what > UV> mapping was. Is there any chance that POV-Ray allows me to use .svg or any> other form of vector graphics? I didn't find .svg in the POV-Ray or > MegaPOV> documentations.>
Inkscape can save files as pov files (POV-Ray prism objects)
Then you can use these objects as object_patterns to build textures
see http://www.povray.org/documentation/view/3.6.1/386/
Marc