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SO, maybe I'm missing something here, but wouldn't just find/replace material
with texture yield a layered texture rather than a material?
I'm at work atm, so I don't have POV-Ray to test this with.
But if that works, then you can also just have the macro declare a global
texture name in the process of making the material, and use that after you
invoke the macro.
- BE
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> SO, maybe I'm missing something here, but wouldn't just find/replace material
> with texture yield a layered texture rather than a material?
>
> I'm at work atm, so I don't have POV-Ray to test this with.
>
> But if that works, then you can also just have the macro declare a global
> texture name in the process of making the material, and use that after you
> invoke the macro.
>
> - BE
That makes my developer heart hurt... global side effects in a "function" call
:-). Of course, macros aren't really functions in POV, but I treat them that
way when I write code.
However, I could avoid the parsing problems if I had kept the transformations in
the macro that creates the material wrapper instead of trying to force them into
the texture. That way I don't need a wrapping texture, and maybe just declaring
a local assignment to the layered texture and returning it would not have caused
the parsing errors with CRand(0.25).
I will play with that. The less I muck up the original code the better.
-- Chris -R
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"Chris R" <car### [at] comcastnet> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > SO, maybe I'm missing something here, but wouldn't just find/replace material
> > with texture yield a layered texture rather than a material?
> >
> > I'm at work atm, so I don't have POV-Ray to test this with.
> >
> > But if that works, then you can also just have the macro declare a global
> > texture name in the process of making the material, and use that after you
> > invoke the macro.
> >
> > - BE
>
> That makes my developer heart hurt... global side effects in a "function" call
> :-). Of course, macros aren't really functions in POV, but I treat them that
> way when I write code.
>
> However, I could avoid the parsing problems if I had kept the transformations in
> the macro that creates the material wrapper instead of trying to force them into
> the texture. That way I don't need a wrapping texture, and maybe just declaring
> a local assignment to the layered texture and returning it would not have caused
> the parsing errors with CRand(0.25).
>
> I will play with that. The less I muck up the original code the better.
>
> -- Chris -R
#declare _t = material {
texture {T1}
CRand(0.25)
....
}
works fine
#declare _t = texture {
texture {T1}
CRand(0.25)
....
}
is a syntax error; you can't put a texture{} declaration inside of another
texture declaration, so just replacing material with texture doesn't work. I
also checked that the declaration of the layered texture using CRand(0.25) that
returns a texture{} block rather than a texture identifier works when enclosed
inside of a material wrapper, but if you just declare a texture idenfier as
#declare _t =
texture {T1}
CRand(0.25)
;
you get the syntax error I mentioned earlier about missing braces.
So, somewhere, the parsing for layered textures inside of a material is
different than the parsing of layered textures when declaring a texture
identifier.
-- Chris -R
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"Chris R" <car### [at] comcastnet> wrote:
> So, somewhere, the parsing for layered textures inside of a material is
> different than the parsing of layered textures when declaring a texture
> identifier.
remove the texture {} wrapper
https://wiki.povray.org/content/Reference:Layered_Textures
You make a copy of the macro, and have a parallel macro with a slightly
different name to make a texture rather than a material. Then your developer
heart will avoid any mRNA induced myocarditis. :)
Once you declare the texture, then I think you can use that in a final texture
definition with any other modifiers. It seems to be just a matter of
hierarchies and syntax at this point.
And I can tell you from experience that that "just" can drive you crazy.
- BE
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Op 3-4-2024 om 23:25 schreef Bald Eagle:
> "Chris R" <car### [at] comcastnet> wrote:
>
>> So, somewhere, the parsing for layered textures inside of a material is
>> different than the parsing of layered textures when declaring a texture
>> identifier.
>
> remove the texture {} wrapper
>
> https://wiki.povray.org/content/Reference:Layered_Textures
>
> You make a copy of the macro, and have a parallel macro with a slightly
> different name to make a texture rather than a material. Then your developer
> heart will avoid any mRNA induced myocarditis. :)
>
> Once you declare the texture, then I think you can use that in a final texture
> definition with any other modifiers. It seems to be just a matter of
> hierarchies and syntax at this point.
>
> And I can tell you from experience that that "just" can drive you crazy.
>
> - BE
>
Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
am getting nowhere [drives me crazy indeed]
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 3-4-2024 om 23:25 schreef Bald Eagle:
> > "Chris R" <car### [at] comcastnet> wrote:
> >
> >> So, somewhere, the parsing for layered textures inside of a material is
> >> different than the parsing of layered textures when declaring a texture
> >> identifier.
> >
> > remove the texture {} wrapper
> >
> > https://wiki.povray.org/content/Reference:Layered_Textures
> >
> > You make a copy of the macro, and have a parallel macro with a slightly
> > different name to make a texture rather than a material. Then your developer
> > heart will avoid any mRNA induced myocarditis. :)
> >
> > Once you declare the texture, then I think you can use that in a final texture
> > definition with any other modifiers. It seems to be just a matter of
> > hierarchies and syntax at this point.
> >
> > And I can tell you from experience that that "just" can drive you crazy.
> >
> > - BE
> >
> Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
> am getting nowhere [drives me crazy indeed]
>
> --
> Thomas
A few posts back in this thread I posted my solution as an attachment.
Essentially I did the following:
1. Modify the CRand macro:
#macro CRand(Intensity)
#local _t = texture { ... }
_t
#end
2. Rename the DakotaRedGranite(...) macro to DakotaRedGranite_texture(...)
3. At the end of the macro I did the following:
#local _t_crand = texture { CRand(0.25) }
#local _t_result =
#if (Pol)
...
#else
#if (Type=1)
texture {T1_DakotaRedFro}
texture {_t_crand}
#else
texture {T1_DakotaRedFro}
texture {T2_DakotaRedFro}
texture {_t_crand}
#end
#end
_t_result
4. Create a new macro named DakotaRedGranite(...)
#macro DakotaRedGranite(...)
#local _m = material {
texture { DakotaRedGranite_texture(...) }
interior { ior 1.6 }
scale M_scale
rotate M_rotate
translate M_trans
}
_m
#end
That all seems to parse correctly and works.
-- Chris R
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Op 4-4-2024 om 14:59 schreef Chris R:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 3-4-2024 om 23:25 schreef Bald Eagle:
>>> "Chris R" <car### [at] comcastnet> wrote:
>>>
>>>> So, somewhere, the parsing for layered textures inside of a material is
>>>> different than the parsing of layered textures when declaring a texture
>>>> identifier.
>>>
>>> remove the texture {} wrapper
>>>
>>> https://wiki.povray.org/content/Reference:Layered_Textures
>>>
>>> You make a copy of the macro, and have a parallel macro with a slightly
>>> different name to make a texture rather than a material. Then your developer
>>> heart will avoid any mRNA induced myocarditis. :)
>>>
>>> Once you declare the texture, then I think you can use that in a final texture
>>> definition with any other modifiers. It seems to be just a matter of
>>> hierarchies and syntax at this point.
>>>
>>> And I can tell you from experience that that "just" can drive you crazy.
>>>
>>> - BE
>>>
>> Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
>> am getting nowhere [drives me crazy indeed]
>>
>> --
>> Thomas
>
> A few posts back in this thread I posted my solution as an attachment.
> Essentially I did the following:
>
> 1. Modify the CRand macro:
> #macro CRand(Intensity)
> #local _t = texture { ... }
> _t
> #end
>
> 2. Rename the DakotaRedGranite(...) macro to DakotaRedGranite_texture(...)
> 3. At the end of the macro I did the following:
> #local _t_crand = texture { CRand(0.25) }
> #local _t_result =
> #if (Pol)
> ...
> #else
> #if (Type=1)
> texture {T1_DakotaRedFro}
> texture {_t_crand}
> #else
> texture {T1_DakotaRedFro}
> texture {T2_DakotaRedFro}
> texture {_t_crand}
> #end
>
> #end
>
> _t_result
>
> 4. Create a new macro named DakotaRedGranite(...)
> #macro DakotaRedGranite(...)
> #local _m = material {
> texture { DakotaRedGranite_texture(...) }
> interior { ior 1.6 }
> scale M_scale
> rotate M_rotate
> translate M_trans
> }
>
> _m
> #end
>
> That all seems to parse correctly and works.
>
> -- Chris R
>
Indeed. And I gave a few ideas for slight improvements on that, a couple
of days ago. Did you see those?
I am probably wrong, but I thought BE was referring to something else...
--
Thomas
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Le 2024-04-03 à 10:12, Bald Eagle a écrit :
> SO, maybe I'm missing something here, but wouldn't just find/replace material
> with texture yield a layered texture rather than a material?
>
> I'm at work atm, so I don't have POV-Ray to test this with.
>
> But if that works, then you can also just have the macro declare a global
> texture name in the process of making the material, and use that after you
> invoke the macro.
>
> - BE
>
Essentially, a material is just a wrapper for a texture plus an
interior. So, if there is no interior, a material is effectively another
name for a texture.
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Op 04/04/2024 om 18:12 schreef Alain Martel:
>
> Essentially, a material is just a wrapper for a texture plus an
> interior. So, if there is no interior, a material is effectively another
> name for a texture.
Yes, that is what I have always assumed. So, if something (a simple
macro) did work fine inside the original - material-based - granite
macro, and it does not when the material wrap is taken away, this could
mean that the original code worked fine... for the wrong reasons!
I have to think about this a bit more and explore deeper. I am not
satisfied yet...
Anyway, if the code generated by Chris R works fine, there is no reason
to avoid its use indeed, but it revealed something imho.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Hmmm... doesn't seem to be as /simple/ as that... Have you tried this? I
> am getting nowhere [drives me crazy indeed]
OK, I think you misunderstood what needed to be done.
Change the outside material {} wrapper to texture {}
REMOVE all of the texture {} statements inside, leaving only the texture names.
That all works - the only thing I couldn't get to work is the Crand, because the
#local/#declare thing in macros is still messed up.
#version 3.8;
global_settings {assumed_gamma 1}
camera {
location <0, 0, -5>
right x*image_width/image_height
up y
look_at <0, 0, 0>
rotate y*clock*360
}
sky_sphere {pigment {rgb 1}}
light_source {<100, 100, -500> rgb 1}
#include "Granite_Texture.mcr"
#declare Tex = Granite_21 ()
sphere {0, 1 texture {Tex}}
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Attachments:
Download 'granite_texture.mcr.txt' (22 KB)
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