POV-Ray : Newsgroups : povray.general : Blasted infernal image maps III Server Time
1 Nov 2024 08:13:25 EDT (-0400)
  Blasted infernal image maps III (Message 1 to 7 of 7)  
From: Greg M  Johnson
Subject: Blasted infernal image maps III
Date: 21 Aug 2000 09:23:05
Message: <39A12C03.67836EED@my-dejanews.com>
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 _____________.


Post a reply to this message

From: Christoph Hormann
Subject: Re: Blasted infernal image maps III
Date: 21 Aug 2000 10:11:15
Message: <39A138A9.679796E7@schunter.etc.tu-bs.de>
"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] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: Chris Huff
Subject: Re: Blasted infernal image maps III
Date: 21 Aug 2000 11:25:23
Message: <chrishuff-BFFD82.10264321082000@news.povray.org>
In article <39A12C03.67836EED@my-dejanews.com>, 
gre### [at] my-dejanewscom 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] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Blasted infernal image maps III
Date: 21 Aug 2000 13:29:37
Message: <39A165C1.266BA168@my-dejanews.com>
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?


Post a reply to this message

From: Chris Huff
Subject: Re: Blasted infernal image maps III
Date: 21 Aug 2000 13:51:04
Message: <chrishuff-E6CF32.12522621082000@news.povray.org>
In article <39A165C1.266BA168@my-dejanews.com>, 
gre### [at] my-dejanewscom 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] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Blasted infernal image maps III
Date: 22 Aug 2000 08:15:06
Message: <39A26D99.A3C973CA@my-dejanews.com>
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.


Post a reply to this message

From: Chris Huff
Subject: Re: Blasted infernal image maps III
Date: 22 Aug 2000 11:26:36
Message: <chrishuff-88756D.10275922082000@news.povray.org>
In article <39A26D99.A3C973CA@my-dejanews.com>, 
gre### [at] my-dejanewscom 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] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.