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Holy War?? LOL! I'll grab a helmet then!
OK, next question...how does it work exactly? I was taking a quess on
what it does, like I mentioned, my French was not up to snuff. (Wonder
where me ol' verb conjugation book went to?) Actually, what you say
about uv mapping makes sense to me, I did notice some odd things when I
brought an old scene file into megapov and added some uv mapping,
hopefully to better wrap my brick texture (Not the scene I need help
with) As I'm new to megapov, I likely overlooked something. I had a look
at the include file for 13 Horror (Author escapes me for the moment) and
he DID use a radial texture and some csg for the same effect I'm trying
to get. However, this approach will only work for one row of bricks. If
you want several rows, you either need to make multiple csgs or come up
with something else. As has been mentioned, isos would look far better,
and I will experiment with them for sure, but having an alternate method
for things not in the center of attention would be handy, and kinder on
my render time.
> Shawn wrote:
>
>> From what I can gather, it seems similar to MPovs Uv mapping?
>
>
> Not at all. UV mapping is defined by the object and some object do not
> have UVmapping
> <Holy war>
> That why I think UVmapping is not a good thing for POV.
> When the renderer only handle triangles and nurbs, UVmapping
> is probably mandatory. But with object like julia, true CSG,
> and isosurface, it's really impossible to have homogeneous
> UVmapping.
> <End of Holy war>
>
>> Does it
>> deform the object or the texture?
>
>
> Only the texture. You still need a normal object.
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Well, that gives me time to experiment with isos and see what they do
and how they work. I'm new to megapov; so far I've used photons, and
like them, but the math behind isos has been a wee bit intimidating.
However, I've hunted down some tutorials, and I'll see what damage I can
do. For the main structure I'm planning, they would work nicely. Jerome
has an idea, that might work well for other stuff as well...so the more
I've got in my arsenal, the more options I'll have for this scene. :-)
One day, I may even catch up to Giles!(begin laughing)
*
*
*
*
*
(OK you can stop laughing now.)
Geoff Wedig wrote:
> Shawn <sha### [at] orthanc ab ca> wrote:
>
>
>> Thanks!
>> Yup...definatly interesting. nice work! Actually, stone blocks are more
>> in line with the project I'm working on, and will look far better than a
>> regular flat texture. Not to mention they aren't so 'linear' and perfect
>> looking.
>
>
> I'll be releasing my isosurface stone wall macros sometime, but don't hold
> your breath. I've had no time to write docs for them yet.
>
> Geoff
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Shawn wrote:
>
> Holy War?? LOL! I'll grab a helmet then!
> OK, next question...how does it work exactly?
It's just some warps (see the pov definition in the help) :
before computing the texture, the coordinates of the
point are somehow massaged.
Usually, warps are used to repeat a texture, or add some noise.
But the facts are simple: at the entry of any warp, you have a
3D vector (coordinates); at the output, you have a 3D vector.
What happen to the 3D vector inside the warp code is up to the
code.
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