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hey guys
i wondered if it is possible to assign a different texture to each side of a
box. for example one side would be checkered black and white, another one
would be pure green and the next had nice little bumps.
i found nothin about in the docs or in the groups, so i dared to ask ;-)
would be really nice if you could help me..
thanks,
florian
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You have a couple of alternatives: First, you could construct the box from
six square polygons. Or, you could intersect six planes, just remember to
bound the composite object properly, POV can't do this for you in this
case. You could also use uv_mapping, it kinda wraps the texture around the
box - check the docs for an illustration.
-Johannes
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In article <3dc978ef$1@news.povray.org>,
"Florian Brucker" <sir### [at] webde> wrote:
> i wondered if it is possible to assign a different texture to each side of a
> box. for example one side would be checkered black and white, another one
> would be pure green and the next had nice little bumps.
There are a few ways you could do it:
Construct a box out of an intersection of 6 planes, each with a
different texture. Make sure to bound the resulting shape, POV can't
automatically bound it. Slower than a box, but decently fast.
Make a mesh out of 12 triangles with different textures. Again, not as
fast as a box primitive, but not too slow. A bit clumsier to code than
an intersection of planes, and you'll need to specify an inside_vector
if you want to use it for CSG.
There are other possibilities: a union of 6 very infinitely thin boxes
or polygon primitives for example, but these have other drawbacks.
Use a real box primitive and a fancy texture. UV mapping might be
capable of this, I've never used it. Other than that, you could rig up a
texture with a few object or gradient patterns.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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"Florian Brucker" <sir### [at] webde> wrote in message
news:3dc978ef$1@news.povray.org...
> hey guys
>
Hmm, could a slope pattern do this? I think so.
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Christopher James Huff <chr### [at] maccom> wrote:
> Use a real box primitive and a fancy texture. UV mapping might be
> capable of this, I've never used it.
UV-mapping *is* capable of this. You just have to come up with a texture
with the sub-textures layed out as described in the documentation (which
might not be trivial in all cases).
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Tom Melly <tom### [at] tomandlucouk> wrote:
> Hmm, could a slope pattern do this? I think so.
Perhaps, but it's not trivial. You would have to use a slope vector
which is not parallel to any of the sides of the cube nor at 45 degrees
and then you'll have to figure out the exact slope at which each side
of the cube is with respect to that vector... Better have a good math
knowledge. :)
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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"Kari Kivisalo" <pro### [at] luxlabcom> wrote in message
news:3DCAA3AE.1904FAFE@luxlab.com...
<snip>
Ah - I knew it would be easy.... ;)
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Kari Kivisalo <pro### [at] luxlabcom> wrote:
> #macro Slope(T1,T2,T3,Mix,Tr)
Last time I checked, a cube had 6 sides, not 3.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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hey guys!
oh there seems to be more than one possible solution. i'll try them.
thanks a lot,
florian
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