POV-Ray : Newsgroups : povray.general : Mesh Texturing Server Time
6 Nov 2024 00:27:01 EST (-0500)
  Mesh Texturing (Message 1 to 3 of 3)  
From: Gordon
Subject: Mesh Texturing
Date: 10 Mar 1999 00:48:49
Message: <36e607c1.0@news.povray.org>
Hi All,
I was curious if POVRay handles interiors for meshes in the same way as
textures. In other words, you MUST only use predefined interiors, and, it
only stores a pointer to the interior if you copy the object rather than
copying the definition.

Also, is there any way you can declare a combination of a texture and an
interior so it can be passed to a macro and used to apply to a
smooth_triangle. Related to this, I can creat an array of intermediate
textures from two pre-defined textures using a calculated "average"
texture_map, can anyone think of a way to do the same with arbitrary
interiors (which may of course contain several media statements and several
densities).

Thanks for any input,

Gordon
<gbe### [at] birdcameroncomau>


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From: Ken
Subject: Re: Mesh Texturing
Date: 10 Mar 1999 01:04:15
Message: <36E60A76.19A14081@pacbell.net>
Gordon wrote:
> 
> Hi All,
> I was curious if POVRay handles interiors for meshes in the same way as
> textures. In other words, you MUST only use predefined interiors, and, it
> only stores a pointer to the interior if you copy the object rather than
> copying the definition.

I'm unsure what you mean here ?
 
> Also, is there any way you can declare a combination of a texture and an
> interior so it can be passed to a macro and used to apply to a
> smooth_triangle. Related to this, I can creat an array of intermediate
> textures from two pre-defined textures using a calculated "average"
> texture_map, can anyone think of a way to do the same with arbitrary
> interiors (which may of course contain several media statements and several
> densities).
> 
> Thanks for any input,
> 
> Gordon
> <gbe### [at] birdcameroncomau>

  New with v3.1 was the addition of the material statement. It will
allow you to combine interiors with textures as a single declared
"material". This allows you a lot of possible combinations and if
used in a loop or clock function can be made to vary as would any
other pigment or texture type. I haven't experimented with it much
as I should have by now but it certainly has potenetial.

As far as the arbitrary interiors I have little to offer. I haven't
tried combining interiors inside a material statement but it should
be possible. Maybe its will do what you need.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Gordon
Subject: Re: Mesh Texturing
Date: 10 Mar 1999 04:59:28
Message: <36e64280.0@news.povray.org>
Yeh, I think I'm stuck. What I've done in my Particle System is allo the
user to supply an array of texures and an array of times and then generate a
bunch of intermediate textures using average and a texture_map to apply to
the particles. This way I can blend smoothly between textures. I wanted to
do the same with an array of "materials". Problem is I can't do a blend
between say 25% of Material1 and 75% of Material2 in the same way. Oh well,
back to the drawing board (or conceptualizing board).

Thanks
Gordon

Ken wrote in message <36E60A76.19A14081@pacbell.net>...
>Gordon wrote:
>>
>> Hi All,
>> I was curious if POVRay handles interiors for meshes in the same way as
>> textures. In other words, you MUST only use predefined interiors, and, it
>> only stores a pointer to the interior if you copy the object rather than
>> copying the definition.
>
>I'm unsure what you mean here ?
>
>> Also, is there any way you can declare a combination of a texture and an
>> interior so it can be passed to a macro and used to apply to a
>> smooth_triangle. Related to this, I can creat an array of intermediate
>> textures from two pre-defined textures using a calculated "average"
>> texture_map, can anyone think of a way to do the same with arbitrary
>> interiors (which may of course contain several media statements and
several
>> densities).
>>
>> Thanks for any input,
>>
>> Gordon
>> <gbe### [at] birdcameroncomau>
>
>  New with v3.1 was the addition of the material statement. It will
>allow you to combine interiors with textures as a single declared
>"material". This allows you a lot of possible combinations and if
>used in a loop or clock function can be made to vary as would any
>other pigment or texture type. I haven't experimented with it much
>as I should have by now but it certainly has potenetial.
>
>As far as the arbitrary interiors I have little to offer. I haven't
>tried combining interiors inside a material statement but it should
>be possible. Maybe its will do what you need.
>
>--
>Ken Tyler
>
>mailto://tylereng@pacbell.net


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