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From: Peter Popov
Subject: Help needed with texture mapping
Date: 10 Jul 1998 07:41:10
Message: <35a5efc6.0@news.povray.org>
Hi!

Can anyone help me to solve the following problem: I know the coordinates of
a cylinder and I want to map a radial y pigment on it. I want to define the
texture at the origin and then translate it. Or define a unit cylinder and
somehow fit it into the coordinates I have.

10x.

pet### [at] usanet


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From: Dan Connelly
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 09:16:29
Message: <35A60621.4087CF56@flash.net>
Peter Popov wrote:
> 
> Hi!
> 
> Can anyone help me to solve the following problem: I know the coordinates of
> a cylinder and I want to map a radial y pigment on it. I want to define the
> texture at the origin and then translate it. Or define a unit cylinder and
> somehow fit it into the coordinates I have.

I am afraid I don't understand the question completely, but in
general to place a texture there are two options:

* define the object in texture coordinates, then scale and/or translate
  both.

   example (not debugged) :

   cylinder {
     <0, 0, 0>,
     <1, 1, 1>,
     1
     texture { CylinderTexture }

     // the following transformations apply to the texture
     // and the object:
     scale S       // S : a scalar or vector
     rotate T      // T : a vector
     translate V   // V : a vector
   }
 
* define the texture, then scale it and/or translate it to match
  the object location.

   example (not debugged) :

   cylinder {
     V,              // V:  a vector
     V2,             // V2: a vector
     R               // R : a scalar
     texture {
       CylinderTexture

       // the following transformations apply to the texture
       // only :
       #declare H = vlength(V2 - V);
       #declare T = <atan2(...),atan2(.....),...>;  // math LAAEFTR :)
       scale <R, H, R>
       rotate T
       translate V
     }
   }


I am not implying the texture must always be matched to the
object in the manner shown... they are just typical examples.

Dan

-- 
http://www.flash.net/~djconnel/


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From: Fabien Mosen
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 13:27:51
Message: <357D62D7.5AA9371C@skynet.be>
Peter Popov wrote:

> Hi!
>
> Can anyone help me to solve the following problem: I know the coordinates of
> a cylinder and I want to map a radial y pigment on it. I want to define the
> texture at the origin and then translate it. Or define a unit cylinder and
> somehow fit it into the coordinates I have.
>
> 10x.
>
> pet### [at] usanet

"matrix"  is what you need; I'm not familiar enough with it to explain,
but there is a good tutorial about it :
http://www.erols.com/vansickl/matrix.htm


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From: Peter Popov
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 18:07:58
Message: <35a682ae.0@news.povray.org>
I know I (probably) need the matrix keyword (I'm not *that* new to POV).
Problem is, I am not good in math either. So far I was able to match the
texture to the cylinder, but by shearing it and not rotating it. Thanks for
the URL, though. I'll be surfing in a sec, hope it helps.

--Peter

Fabien Mosen wrote in message <357D62D7.5AA9371C@skynet.be>...
>"matrix"  is what you need; I'm not familiar enough with it to explain,
>but there is a good tutorial about it :
>http://www.erols.com/vansickl/matrix.htm
>
>


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From: Peter Popov
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 18:14:11
Message: <35a68423.0@news.povray.org>
Dan Connelly wrote in message <35A60621.4087CF56@flash.net>...
>...
>I am afraid I don't understand the question completely...

I think you got it perfectly right,

>...
>...       #declare T = <atan2(...),atan2(.....),...>;  // math LAAEFTR :)
...
>...

though I'm having problems with LAAEFTR, being absolutely new (a week or so)
in the 'Net :(  Not being that good in math either, I would guess the ... in
atan2(..) should be replaced with ...?

10x

>Dan
>
>http://www.flash.net/~djconnel/


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From: Ron Parker
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 18:34:15
Message: <35a688d7.0@news.povray.org>
On Sat, 11 Jul 1998 00:12:10 +0300, Peter Popov <pet### [at] usanet> wrote:
>Dan Connelly wrote in message <35A60621.4087CF56@flash.net>...

>>...       #declare T = <atan2(...),atan2(.....),...>;  // math LAAEFTR :)
>
>though I'm having problems with LAAEFTR, being absolutely new (a week or so)

Left As An Exercise For The Reader.  Not really a net thing, more of a math
thing.  And the ...'s are English, not math, for "fill this part in 
yourself."


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From: Peter Popov
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 18:50:01
Message: <35a68c89.0@news.povray.org>
Checked the site, it's great! Suits me just fine. 10x for the info.
Happy tracing.

--Peter


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From: Peter Popov
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 18:50:04
Message: <35a68c8c.0@news.povray.org>
>Left As An Exercise For The Reader.  Not really a net thing, more of a math
>thing.  And the ...'s are English, not math, for "fill this part in
>yourself."
>

Facing the threat of flaming someone by repeatedly asking stupid questions,
what scalar values should I enter for the three atan2 fxns? Two months and I
still can't figure it out :(

--Peter


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From: Ron Parker
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 19:05:11
Message: <35a69017.0@news.povray.org>
On Fri, 10 Jul 1998 07:16:33 -0500, Dan Connelly <djc### [at] flashnet> wrote:
>Peter Popov wrote:
>> 
>> Hi!
>> 
>> Can anyone help me to solve the following problem: I know the coordinates of
>> a cylinder and I want to map a radial y pigment on it. I want to define the
>> texture at the origin and then translate it. Or define a unit cylinder and
>> somehow fit it into the coordinates I have.

>* define the texture, then scale it and/or translate it to match
>  the object location.
>
>   example (not debugged) :
>
>   cylinder {
>     V,              // V:  a vector
>     V2,             // V2: a vector
>     R               // R : a scalar
>     texture {
>       CylinderTexture
>
>       // the following transformations apply to the texture
>       // only :
>       #declare H = vlength(V2 - V);
   
        #declare DX = V2.x-V.x;
        #declare DY = V2.y-V.y;
        #declare DZ = V2.z-V.z;

        #declare RX = atan2( DZ, DY );
        #declare RZ = atan2( DX, DY );

>       scale <R, H, R>

        rotate RX * x
        rotate RZ * z

>       translate V
>     }
>   }

I haven't tested this, and I'm not sure it's quite right.  In particular,
the terms inside the atan2 might be different than I have here.  For example,
where I have DY, you might really need -DY.  If it doesn't work, try 
different combinations of signs.  I'm also assuming that the axis of your
texture lies along the +Y axis.


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From: Peter Popov
Subject: Re: Help needed with texture mapping
Date: 10 Jul 1998 19:17:15
Message: <35a692eb.0@news.povray.org>
>from Ron Parker...
>
>I haven't tested this, and I'm not sure it's quite right.  In particular,
>the terms inside the atan2 might be different than I have here.  For
example,
>where I have DY, you might really need -DY.  If it doesn't work, try
>different combinations of signs.  I'm also assuming that the axis of your
>texture lies along the +Y axis.
>
>

OK, I'll try that tomorrow (today, by local time). I have an exam in eight
hours, so I won't bother you again for at least 24 hours :) Anyway, +Y it
is, and I'll just write a #while to check all combinations at once.


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