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14 Nov 2024 00:19:54 EST (-0500)
  Cylindrical bump_maps (Message 1 to 3 of 3)  
From: Brent Dillender
Subject: Cylindrical bump_maps
Date: 8 Sep 1999 21:39:37
Message: <37D70FC7.86FEEA01@remove-me-for-spam.neo.rr.com>
I am creating a house using Povray, and I am stuck in the kitchen.  My
design calls for a cylindrical island counter section, with a row of
cabinets around the base.  I have no problems with the CSG, but I am
baffled by the bumpmaps.  In the rest of the kitchen, I have applied a
bump_map to simulate the moldings on the cabinet doors.  So on the
island cabinet doors, I was planning on using a cylindrical mapping of
the bitmap, either applied to a series of partial cylinders, or to a
partitioned cylinder.  In either case, I am having trouble getting the
bumpmap scaled to only cover a partial cylinder.  If I scale either the
x or the z component of the bumpmap, I cannot see any difference.  I see
how any lateral scaling could be negated by the definition of the
cylindrical mapping, but if that is true, how do I achieve the effect I
am looking for?

Here is the code I am working with:

difference{cylinder{<0,5,0>,<0,17.75,0>,23.5}
                        cylinder{<0,4.75,0>,<0,18,0>,23}
                        texture{test
    normal{bump_map{gif "KCABDOOR.gif" map_type 2 /*once*/ bump_size 4.0
interpolate 2 }
                                  scale<1,12.75,1>
                                  translate<0,5,0>
                                  }
                        }
                  }

Thank you in advance for the assistance.  If anyone is interested in
seeing the renderings of the house, feel free to drop me a line.  I do
so love showing them off.


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From: Bob Hughes
Subject: Re: Cylindrical bump_maps
Date: 9 Sep 1999 02:12:55
Message: <37d74fe7@news.povray.org>
With map_types 1 or 2 you get no control over the longitudinal scale
of the map. For map_type 1 neither longitudinal nor latitudinal. Only
rotation or translation. So really you need to make a bump_map having
a x or side to side distance of pi (3.1415) times the height or y
dimension used and count on it wrapping all the way around.  So you
have to place the pertinent part within a certain area which will be
intended to be visible once used.

Bob

Brent Dillender <Dil### [at] remove-me-for-spamneorrcom> wrote in
message news:37D70FC7.86FEEA01@remove-me-for-spam.neo.rr.com...
> I am creating a house using Povray, and I am stuck in the kitchen.
My
> design calls for a cylindrical island counter section, with a row of
> cabinets around the base.  I have no problems with the CSG, but I am
> baffled by the bumpmaps.  In the rest of the kitchen, I have applied
a
> bump_map to simulate the moldings on the cabinet doors.  So on the
> island cabinet doors, I was planning on using a cylindrical mapping
of
> the bitmap, either applied to a series of partial cylinders, or to a
> partitioned cylinder.  In either case, I am having trouble getting
the
> bumpmap scaled to only cover a partial cylinder.  If I scale either
the
> x or the z component of the bumpmap, I cannot see any difference.  I
see
> how any lateral scaling could be negated by the definition of the
> cylindrical mapping, but if that is true, how do I achieve the
effect I
> am looking for?
>
> Here is the code I am working with:
>
> difference{cylinder{<0,5,0>,<0,17.75,0>,23.5}
>                         cylinder{<0,4.75,0>,<0,18,0>,23}
>                         texture{test
>     normal{bump_map{gif "KCABDOOR.gif" map_type 2 /*once*/ bump_size
4.0
> interpolate 2 }
>                                   scale<1,12.75,1>
>                                   translate<0,5,0>
>                                   }
>                         }
>                   }
>
> Thank you in advance for the assistance.  If anyone is interested in

> seeing the renderings of the house, feel free to drop me a line.  I
do
> so love showing them off.
>
>


Post a reply to this message

From: Brent Dillender
Subject: Re: Cylindrical bump_maps
Date: 9 Sep 1999 22:21:11
Message: <37D86B0A.94810B76@remove-me-for-spam.neo.rr.com>
Thanks for the tip.  I got it working B-)

Brent

Bob Hughes wrote:

> With map_types 1 or 2 you get no control over the longitudinal scale
> of the map. For map_type 1 neither longitudinal nor latitudinal. Only
> rotation or translation. So really you need to make a bump_map having
> a x or side to side distance of pi (3.1415) times the height or y
> dimension used and count on it wrapping all the way around.  So you
> have to place the pertinent part within a certain area which will be
> intended to be visible once used.
>
> Bob
>
> Brent Dillender <Dil### [at] remove-me-for-spamneorrcom> wrote in
> message news:37D70FC7.86FEEA01@remove-me-for-spam.neo.rr.com...
> > I am creating a house using Povray, and I am stuck in the kitchen.
> My
> > design calls for a cylindrical island counter section, with a row of
> > cabinets around the base.  I have no problems with the CSG, but I am
> > baffled by the bumpmaps.  In the rest of the kitchen, I have applied
> a
> > bump_map to simulate the moldings on the cabinet doors.  So on the
> > island cabinet doors, I was planning on using a cylindrical mapping
> of
> > the bitmap, either applied to a series of partial cylinders, or to a
> > partitioned cylinder.  In either case, I am having trouble getting
> the
> > bumpmap scaled to only cover a partial cylinder.  If I scale either
> the
> > x or the z component of the bumpmap, I cannot see any difference.  I
> see
> > how any lateral scaling could be negated by the definition of the
> > cylindrical mapping, but if that is true, how do I achieve the
> effect I
> > am looking for?
> >
> > Here is the code I am working with:
> >
> > difference{cylinder{<0,5,0>,<0,17.75,0>,23.5}
> >                         cylinder{<0,4.75,0>,<0,18,0>,23}
> >                         texture{test
> >     normal{bump_map{gif "KCABDOOR.gif" map_type 2 /*once*/ bump_size
> 4.0
> > interpolate 2 }
> >                                   scale<1,12.75,1>
> >                                   translate<0,5,0>
> >                                   }
> >                         }
> >                   }
> >
> > Thank you in advance for the assistance.  If anyone is interested in
>
> > seeing the renderings of the house, feel free to drop me a line.  I
> do
> > so love showing them off.
> >
> >


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