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I started with
#declare t1 = object {
torus{ 0.5,0.15 scale <1,1,1>
texture{ pigment{ color rgb<0,1,0>}
finish { phong 1}
}
rotate<90,0,0>
}
}
lathe{
cubic_spline 8,
< 0.00, 0.00>,
< 0.60, 0.00>,
< 0.72, 0.44>,
< 0.31, 0.93>,
< 0.49, 1.26>,
< 0.48, 1.35>,
< 0.43, 1.56>,
< 0.16, 1.60>
texture{
pigment{ color rgb<1,0,0> }
finish { phong 1}
}
}
I planned to use the t1 object as a pigment to create a texture_map made of t1
as a pigment + the lathe texture.
However, I was stopped at the first step when I tried to use t1 object as a
pigment:
lathe{
cubic_spline 8,
< 0.00, 0.00>,
< 0.60, 0.00>,
< 0.72, 0.44>,
< 0.31, 0.93>,
< 0.49, 1.26>,
< 0.48, 1.35>,
< 0.43, 1.56>,
< 0.16, 1.60>
texture{
pigment{ object { t1 } }
}
}
The lathe appeared as blue with no sign of t1 object on it. Where does the blue
color come from?
In general, how can I put an object with curvature (here, torus) as the texture
on an object with curvature (here, lathe)?
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"Kima" <nomail@nomail> wrote:
> Thanks for the links. I played with the codes to find a way, and finally ended
> up using 'wrap'. Everything seems to work perfectly, but I do not fully
> understand where the Object Pattern is fitted on the object. I should ask
> another question for this :)
In order to understand how patterns work, you need to think in terms of "how
does POV-Ray evaluate what to do with a pixel that represents <x, y, z> in 3D
space.
So when you define a object pattern, you define a 3-dimensional mask, just as if
you had a scene in it with nothing but your transparent object in a big white
empty space. Now take out a can of spray paint and press down the nozzle. If
the paint hits your object - right where the bounding box says it is - then it
gets painted.
So the object pattern is sort of set up as pattern (object_paint,
emptySpace_paint)
Maybe that way of thinking about it helps.
If it's still unclear, you can always show your object in the scene with a
regular pigment, maybe with some transparency or filter. This is useful for
when things like difference {} get confusing.
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