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Hi,
I want to model a shield for my guard. I want to make it out of wood-planks
and intersect it in shape. There is the union of the wood-planks (with
individually translated textures) which looses its texture while differenced
or intersected with a sphere. As I read, this is totally normal - but
annoying.
I can't apply the texture after the csg-operation, because it then seems to
be made out of one piece of wood.
Can I keep the "planked" wood-texture in my csg or do I have to mimmic this
with a texture_map (or something like this)?
Thanks,
Marc-Hendrik
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In article <3955124b$1@news.povray.org>, "Marc-Hendrik Bremer"
<Mar### [at] t-onlinede> wrote:
> I want to model a shield for my guard. I want to make it out of
> wood-planks and intersect it in shape. There is the union of the
> wood-planks (with individually translated textures) which looses its
> texture while differenced or intersected with a sphere. As I read,
> this is totally normal - but annoying.
Just change the order of things a bit...intersect each plank
individually, texture the resulting intersection objects, and place the
intersections in the union. In other words, use a union of intersections
instead of an intersection of a union.
To make things easier, #declare the sphere and use object {sphereName}.
That way, you don't have to redo every copy of the sphere to make a
small adjustment. This is also more efficient in some cases, since you
can choose to only do an intersection/difference on the planks which
will be affected by it.
Instead of:
intersection {
union {
object {Plank texture {...} translate...}
object {Plank texture {...} translate...}
object {Plank texture {...} translate...}
...
}
sphere {...}
}
Do it like this:
#declare MySphere =
sphere {...}
union {
intersection {
object {Plank}
object {MySphere}
texture {...}
translate ...
}
intersection {
object {Plank}
object {MySphere}
texture {...}
translate ...
}
intersection {
object {Plank}
object {MySphere}
texture {...}
translate ...
}
...
}
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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In article <3955124b$1@news.povray.org> , "Marc-Hendrik Bremer"
<Mar### [at] t-onlinede> wrote:
> There is the union of the wood-planks (with
> individually translated textures) which looses its texture while differenced
> or intersected with a sphere. As I read, this is totally normal - but
> annoying.
> I can't apply the texture after the csg-operation, because it then seems to
> be made out of one piece of wood.
> Can I keep the "planked" wood-texture in my csg
Don't use a union, just intersect each part with a sphere.
Thorsten
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From: Marc-Hendrik Bremer
Subject: Re: How to keeping texture after CSG?
Date: 24 Jun 2000 16:56:24
Message: <39552078@news.povray.org>
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Hi,
thank you all!
Of course you are both absolute right! That's what you get, when you reuse
code from another scene - you can't see the obvious solution!
Marc-Hendrik
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The easiest solution is to use the cutaway texturing feature of megapov.
I think it does exactly what you want.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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