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|  |  | I want a mesh object to have a texture, say
    #declare Texture001= .........................
And then to have an image map applied as a decal in one small place on
it. (Application: a serial number on a military object).
How do I do this?
Simply puting an image map ontop of or after the texture declaration
makes the whole object transparent!
Also, what should the image be?  I want a text decal, so I made it a TGA
in a paint program, where I "masked out" the non-letter parts of the
image.
BTW I did RFTM. It is _____________.
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|  |  | "Greg M. Johnson" wrote:
> 
> I want a mesh object to have a texture, say
>     #declare Texture001= .........................
> 
> And then to have an image map applied as a decal in one small place on
> it. (Application: a serial number on a military object).
> 
> How do I do this?
> 
> Simply puting an image map ontop of or after the texture declaration
> makes the whole object transparent!
Are you sure ?
If you use the image_map texture as the top layer in a layered texture, things
should work.  
> 
> Also, what should the image be?  I want a text decal, so I made it a TGA
> in a paint program, where I "masked out" the non-letter parts of the
> image.
> 
You should make it a 256 color png and use:
  image_map {
    png "mypic.png"
    once
    transmit 1, 1.0
  }
then all pixels with index 1 are completely transparent.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/Post a reply to this message
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|  |  | In article <39A12C03.67836EED@my-dejanews.com>, 
gre### [at] my-dejanews com wrote:
> I want a mesh object to have a texture, say
>     #declare Texture001= .........................
> 
> And then to have an image map applied as a decal in one small place on
> it. (Application: a serial number on a military object).
One way: use a pigment_map to constrain the image_map to the area of the 
decal, scale/translate/rotate the image_map to fit, and leave the rest a 
transparent texture. Make this a texture layer on your object.
> Simply puting an image map ontop of or after the texture declaration
> makes the whole object transparent!
Did you put the image_map in it's own texture{...} block? Otherwise, I 
think you are just modifying the original texture, not creating a new 
one and layering it onto the object.
-- 
Christopher James Huff
Personal: chr### [at] mac  com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag  povray  org, http://tag.povray.org/
<>< Post a reply to this message
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|  |  | Chris Huff wrote:
> One way: use a pigment_map to constrain the image_map to the area of the
> decal, scale/translate/rotate the image_map to fit, and leave the rest a
> transparent texture. Make this a texture layer on your object.
>
> > Simply puting an image map ontop of or after the texture declaration
> > makes the whole object transparent!
>
> Did you put the image_map in it's own texture{...} block? Otherwise, I
> think you are just modifying the original texture, not creating a new
> one and layering it onto the object.
I went:
object {MyObject01
    scale, rotate,translate
    texture {MyTexture01}
    pigment {image_map....
        }
    }
How should this be done?
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|  |  | In article <39A165C1.266BA168@my-dejanews.com>, 
gre### [at] my-dejanews com wrote:
> I went:
> 
> object {MyObject01
>     scale, rotate,translate
> 
>     texture {MyTexture01}
>     pigment {image_map....
>         }
>     }
> 
> How should this be done?
Try:
object {MyObject01
    texture {MyTexture01}
    texture {pigment {image_map....}}
    scale, rotate,translate
}
-- 
Christopher James Huff
Personal: chr### [at] mac  com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag  povray  org, http://tag.povray.org/
<>< Post a reply to this message
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|  |  | Chris Huff wrote:
> > How should this be done?
>
> Try:
> object {MyObject01
>     texture {MyTexture01}
>     texture {pigment {image_map....}}
>     scale, rotate,translate
> }
Yes, that was perfect. It's funny how I had to add the texture {} around
the image map in order for it to work.
For this model, it was created with Z as the up dimension and so I had
to do a lot of rotation, etc., in order to get it to aligned properly
for application of the decal.
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|  |  | In article <39A26D99.A3C973CA@my-dejanews.com>, 
gre### [at] my-dejanews com wrote:
> Yes, that was perfect. It's funny how I had to add the texture {} around
> the image map in order for it to work.
Not really...before, you were just modifying the pigment of the existing 
texture. With the texture{} block, POV knew you were making a new 
texture to layer on top.
-- 
Christopher James Huff
Personal: chr### [at] mac  com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag  povray  org, http://tag.povray.org/
<>< Post a reply to this message
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