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Just got the error:
Blend_Map too long
Anybody know the maximum allowed length of a blend_map?
Thanks.
Jim
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Also, I am using megapov 0.7 so I posted this question in the unofficial
patches area, too.
Jim
"Jim Kress" <dea### [at] kressworks com> wrote in message
news:3b33baab@news.povray.org...
> Just got the error:
>
> Blend_Map too long
>
> Anybody know the maximum allowed length of a blend_map?
>
> Thanks.
>
> Jim
>
>
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On Fri, 22 Jun 2001 17:37:45 -0400, Jim Kress wrote:
>Just got the error:
>
>Blend_Map too long
>
>Anybody know the maximum allowed length of a blend_map?
256
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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Thanks Ron. Any way to make that bigger without code modification?
Jim
"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Fri, 22 Jun 2001 17:37:45 -0400, Jim Kress wrote:
> >Just got the error:
> >
> >Blend_Map too long
> >
> >Anybody know the maximum allowed length of a blend_map?
>
> 256
>
>
> --
> #macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z
a-z)R(a
> -z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F
T)merge{
> P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission
3-T}}}#end
> Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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On Fri, 22 Jun 2001 18:01:22 -0400, Jim Kress wrote:
>Thanks Ron. Any way to make that bigger without code modification?
You can sometimes get away with nesting blend maps, but that can get very
ugly very quickly.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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Thanks Ron. Would you please point me to an example of how to nest the
blend maps?
Jim
"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Fri, 22 Jun 2001 18:01:22 -0400, Jim Kress wrote:
> >Thanks Ron. Any way to make that bigger without code modification?
>
> You can sometimes get away with nesting blend maps, but that can get very
> ugly very quickly.
>
> --
> #macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z
a-z)R(a
> -z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F
T)merge{
> P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission
3-T}}}#end
> Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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On Sat, 23 Jun 2001 13:26:16 -0400, Jim Kress wrote:
>Thanks Ron. Would you please point me to an example of how to nest the
>blend maps?
I would have sworn someone posted something about this here before, but
none of my searches just now turned up anything useful, so here's a rather
simplistic example. Of course you could automate this whole process, and
even put the various parts in an array to make the while-loop more manageable.
In this example, each part can consist of up to 255 entries, for a total in
the nested map of 1275 entries. You could, of course, use up to 255 parts
for a ridiculous number of entries. Note that this method will slow down
rendering, so if your scene already takes a long time to render it won't be
practical.
#declare Part1=pigment{
gradient x
color_map{
[0 rgb 0]
// ... lots and lots of entries ...
[.2 red 1]
}
}
#declare Part2=pigment{
gradient x
color_map{
[.2 red 1]
// ... lots and lots of entries ...
[.4 red 1 green 1]
}
}
#declare Part3=pigment{
gradient x
color_map{
[.4 red 1 green 1]
// ... lots and lots of entries ...
[.6 green 1]
}
}
#declare Part4=pigment{
gradient x
color_map{
[.6 green 1]
// ... lots and lots of entries ...
[.8 blue 1]
}
}
#declare Part5=pigment{
gradient x
color_map{
[.8 blue 1]
// ... lots and lots of entries ...
[1 rgb 0]
}
}
#declare Nested=pigment{
gradient x
pigment_map{
[ 0 Part1][.2 Part1]
[.2 Part2][.4 Part2]
[.4 Part3][.6 Part3]
[.6 Part4][.8 Part4]
[.8 Part5][ 1 Part5]
}
}
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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Thanks! I'll give it a try.
Jim
"Ron Parker" <ron### [at] povray org> wrote in message
news:slr### [at] fwi com...
> On Sat, 23 Jun 2001 13:26:16 -0400, Jim Kress wrote:
> >Thanks Ron. Would you please point me to an example of how to nest the
> >blend maps?
>
> I would have sworn someone posted something about this here before, but
> none of my searches just now turned up anything useful, so here's a rather
> simplistic example. Of course you could automate this whole process, and
> even put the various parts in an array to make the while-loop more
manageable.
> In this example, each part can consist of up to 255 entries, for a total
in
> the nested map of 1275 entries. You could, of course, use up to 255 parts
> for a ridiculous number of entries. Note that this method will slow down
> rendering, so if your scene already takes a long time to render it won't
be
> practical.
>
> #declare Part1=pigment{
> gradient x
> color_map{
> [0 rgb 0]
> // ... lots and lots of entries ...
> [.2 red 1]
> }
> }
> #declare Part2=pigment{
> gradient x
> color_map{
> [.2 red 1]
> // ... lots and lots of entries ...
> [.4 red 1 green 1]
> }
> }
> #declare Part3=pigment{
> gradient x
> color_map{
> [.4 red 1 green 1]
> // ... lots and lots of entries ...
> [.6 green 1]
> }
> }
> #declare Part4=pigment{
> gradient x
> color_map{
> [.6 green 1]
> // ... lots and lots of entries ...
> [.8 blue 1]
> }
> }
> #declare Part5=pigment{
> gradient x
> color_map{
> [.8 blue 1]
> // ... lots and lots of entries ...
> [1 rgb 0]
> }
> }
>
> #declare Nested=pigment{
> gradient x
> pigment_map{
> [ 0 Part1][.2 Part1]
> [.2 Part2][.4 Part2]
> [.4 Part3][.6 Part3]
> [.6 Part4][.8 Part4]
> [.8 Part5][ 1 Part5]
> }
> }
>
> --
> plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip
x}rotate
> z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red
1rotate 60
> *z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb
z}text{ttf"arial.ttf"
> "RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron
Parker
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