![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> > Try using a slope_map.
>
> slope_map is related to normals, not pigments.
>
I think he must be refering to the slope pattern from 3.5 and megaPOV.
Should be able to work though it wouldn't be my prefered method.
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thanks for all the conversation, but here's the application:
I have a blob human figure. I want a little emblem on the chest (like the
"4" on Reed Richards or the "S" on Superman.) A map_type 0 allows me to
nicely place a bitmap which is "just the emblem", a square, on the chest,
but also puts it on the back. A map_type 2 (is that cylindrical?) takes my
bitmap and wraps it around the hole perimeter of my object, while wildly
distorting it.
I want:
EMBLEM
EMBLEM
EMBLEM
I'm afraid map_type 2 would require a bitmap like this below, with a huge
headache of trying to decide how much extra --- solid color to add:
------------------EMBLEM---------
------------------EMBLEM---------
------------------EMBLEM---------
I'm stuck with Mega 0.7 for now for personal reasons. And I don't
understand a slope_map application for this problem.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> nicely place a bitmap which is "just the emblem", a square, on the chest,
> but also puts it on the back. A map_type 2 (is that cylindrical?) takes
my
> bitmap and wraps it around the hole perimeter of my object, while wildly
> distorting it.
>
> I want:
> EMBLEM
> EMBLEM
> EMBLEM
>
> I'm afraid map_type 2 would require a bitmap like this below, with a huge
> headache of trying to decide how much extra --- solid color to add:
>
> ------------------EMBLEM---------
> ------------------EMBLEM---------
> ------------------EMBLEM---------
>
> I'm stuck with Mega 0.7 for now for personal reasons. And I don't
> understand a slope_map application for this problem.
(I think) megaPOV has the object pattern, though I'm not sure if the syntax
is exactly the same as in 3.5, but here is an example of how to use it in
3.5:
//start
pigment{
object{
box{<-1,-1,0><1,1,0>} //where to place the square emblem on the man's
body (make sure this object only intersects the front half
//This box assumes the man us upright in the y direction and faces the z
direction
pigment{Pigment_Outside_The_Emblem} //pigment outside box
,
pigment{ //pigment inside box
image_map{sys "EmblemImage" interpolate 4}
translate<-.5,-.5,0>
scale <2,2,1>
}
}
}
//end
let me know if this of use or if you don't fully understand it.
g'luck
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> //start
> pigment{
> object{
oops.
box{<-1,-1,0><1,1,0>} should be:
box{<-1,-1,0><1,1,z>} //where z is a distance that makes the box
intersect with the front of the man
//where to place the square emblem on the man's
> body (make sure this object only intersects the front half
> //This box assumes the man us upright in the y direction and faces the
z
> direction
> pigment{Pigment_Outside_The_Emblem} //pigment outside box
> ,
> pigment{ //pigment inside box
> image_map{sys "EmblemImage" interpolate 4}
> translate<-.5,-.5,0>
> scale <2,2,1>
> }
> }
> }
> //end
>
> let me know if this of use or if you don't fully understand it.
> g'luck
>
> -tgq
>
>
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thanks, but after I invested some time in a bitmap decal I'm really hooked
on it.
I suppose the solution is two type 0 maps.
One is the normal decal.
The other is the color of the "clothes fabric" but rotated 90*y and
translated to cover up the back.
feature request: one sided type 0 map.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Greg M. Johnson" <gregj:-)565### [at] aol com> wrote in message
news:3d1080d8$1@news.povray.org...
> Thanks, but after I invested some time in a bitmap decal I'm really hooked
> on it.
> I suppose the solution is two type 0 maps.
> One is the normal decal.
> The other is the color of the "clothes fabric" but rotated 90*y and
> translated to cover up the back.
>
> feature request: one sided type 0 map.
>
Why do you think the solution I posted wouldn't do what you want? Could you
explain exactly what you are you trying to do?
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
oops. I guess I saw "object pattern" and my heart sunk, as I didn't want to
just place a text "M".
*Now* I understand your solution and more sincerely thank you for it.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Yeah, 'slope' was what I meant to write....
TinCanMan wrote:
>>>Try using a slope_map.
>>>
>> slope_map is related to normals, not pigments.
>>
>>
> I think he must be refering to the slope pattern from 3.5 and megaPOV.
> Should be able to work though it wouldn't be my prefered method.
>
> -tgq
>
>
>
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Sorry Greg, I meant to type 'slope', not slope_map. Slope would allow
the emblem to only show up on the front of the model if you want. See
the docs for a more detailed description of the slope pattern. Here's
what it might look like in your scene if the model is facing -z:
pigment{
slope z
pigment_map{
[0 my_emblem]
[.25 rgb<.1 .2 .9>]
}
}
Greg M. Johnson wrote:
> I'm stuck with Mega 0.7 for now for personal reasons. And I don't
> understand a slope_map application for this problem.
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Samuel Benge" <sbe### [at] caltel com> wrote in message
news:3D1### [at] caltel com...
> Sorry Greg, I meant to type 'slope', not slope_map. Slope would allow
> the emblem to only show up on the front of the model if you want. See
> the docs for a more detailed description of the slope pattern. Here's
> what it might look like in your scene if the model is facing -z:
>
> pigment{
> slope z
> pigment_map{
> [0 my_emblem]
[0.25 my_emblem]
> [.25 rgb<.1 .2 .9>]
> }
> }
>
need to add that line otherwise the emblem will blend to the colour (unless
the front of the man is perfectly flat of course).
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |