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Hi,
very new user here :-)
Subject may sound a bit weird, but here is my problem.
I have an external routine that generates pov-code. The main aspect of it is
that it generates a pretty decent random texture.
This is shown on a rectangle that I have sized to fit the draw window as
close as possible.
I would like this texture to be applied so that when moving off the left of
the image, the texture carries on from the right.
Basically, like a textured cylinder that has been unrolled and flattened to
a rectangle.
Cheers for any advise, pointers, solutions, etc.
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Pirate Lord <pir### [at] btinternetnospamcom> wrote:
> I would like this texture to be applied so that when moving off the left of
> the image, the texture carries on from the right.
Seeing the current code you are using would help giving you a definite
answer (because by default an image map repeats itself, so if it doesn't
you must have done something to turn this default behaviour off).
--
#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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Here is an extract of the relevant section, image produced at 320x240
#include "colors.inc"
camera {
location <0, 0, -7>
look_at 0
angle 30
}
light_source { <1000, 1000, -1000> White }
#declare MyTex = texture {
pigment {
agate
turbulence 0.75
lambda 4
omega 0.91
octaves 10
color_map {
[0.000 color rgb <0.42,0.96,0.39>]
[0.815 color rgb <0.35,0.77,0.26>]
[1.000 color rgb <0.51,0.62,0.43>]
}
}
normal {
bozo
turbulence 0.98
lambda 1.1
normal_map {
[0.26 dents 2.78 scale 0.34]
[0.62 agate turbulence 0.4]
[1.00 dents 2.78 scale 0.34]
}
}
}
box {<-1.9,-1.45,0>,<1.9,1.45,0>
texture {MyTex}
}
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3eaeea6c@news.povray.org...
> Pirate Lord <pir### [at] btinternetnospamcom> wrote:
> > I would like this texture to be applied so that when moving off the left
of
> > the image, the texture carries on from the right.
>
> Seeing the current code you are using would help giving you a definite
> answer (because by default an image map repeats itself, so if it doesn't
> you must have done something to turn this default behaviour off).
>
> --
> #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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"Pirate Lord" <pir### [at] btinternetNOSPAMcom> wrote in
message news:3eb01cd5@news.povray.org...
> Here is an extract of the relevant section, image produced at 320x240
>
Oh, you want a tileable image.
Working on it....
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As long as the left + right match up.
This is what I am basically doing.
I have taken the planet example in the help file, and used that as a base
for generating random worlds, my code gives the option for a sphere, or for
a flat "map" which I am using in another program to produce a 3D rotating
world using this texture.
This image thus includes the landmass, oceans and clouds.
"Tom & Lu Melly" <all### [at] tomandlucouk> wrote in message
news:3eb16ed8@news.povray.org...
> "Pirate Lord" <pir### [at] btinternetNOSPAMcom> wrote in
> message news:3eb01cd5@news.povray.org...
> > Here is an extract of the relevant section, image produced at 320x240
> >
>
> Oh, you want a tileable image.
>
> Working on it....
>
>
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"Pirate Lord" <pir### [at] btinternetNOSPAMcom> wrote in
message news:3eb1772d$1@news.povray.org...
> As long as the left + right match up.
>
> This is what I am basically doing.
Here's one quick-fix (fairly easy to turn into a more flexible macro).
union{
box {<-1.9,-1.45,0>,<1.9,1.45,-0.1> translate <1.901,1.451,0> scale 0.5
texture {MyTex}}
box {<-1.9,-1.45,0>,<1.9,1.45,-0.1> translate <1.901,1.451,0> scale 0.5
texture {MyTex} scale x*-1}
box {<-1.9,-1.45,0>,<1.9,1.45,-0.1> translate <1.901,1.451,0> scale 0.5
texture {MyTex} scale y*-1}
box {<-1.9,-1.45,0>,<1.9,1.45,-0.1> translate <1.901,1.451,0> scale 0.5
texture {MyTex} scale <-1,-1,0>}
}
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Tom & Lu Melly <all### [at] tomandlucouk> wrote:
> Oh, you want a tileable image.
I didn't understand he wanted a tileable image either.
There are several ways of doing this. For example like this:
// Makes a tileable texture from the given texture.
// The texture extends from <0,0> to <1,1>
#macro TileTexture(Texture)
#local XTile =
texture
{ gradient x texture_map
{ [0 Texture]
[1 Texture translate x]
}
}
#local a=0; // This is just a hack to avoid an issue with the parser
texture
{ gradient y texture_map
{ [0 XTile]
[1 XTile translate y]
}
}
#end
#declare Example =
texture
{ pigment
{ granite color_map { [0 rgb <.4,.2,.1>][1 rgb <1,.8,.5>] }
}
finish { ambient 1 }
}
box
{ 0, 1
TileTexture(Example)
}
camera
{ right x location -z look_at 0
translate <.5,.5>
}
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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"Tom & Lu Melly" <all### [at] tomandlucouk> wrote in message
news:3eb18673@news.povray.org...
<snip>
It does occur to me that the solution I posted might not be what you are
after, in that the image will be mirrored around two axis. If you want a
more natural tileable image, my only suggestion (but I'm sure that there are
others), would be a function that returned the same values at x*-1 as x*1 as
well as y*-1 and y*1.
Could a warp or something provide a more general solution? Anyone?
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Try the ultri wide angle camera. You can use it for making tiling images.
camera {
ultra_wide_angle
location <0, 0, -.1>
look_at <0, 0, 0>
right x*image_width/image_height
angle 360
}
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