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I've got a surface that I'd like to add multiple textures and/or pigments onto.
Is there a way I can constrict where a pigment/texture appears?
For example, I've got a cylinder, and I'd like a pattern to appear on one cap,
with another texture appearing within the first one. Is there a way to control
the boundaries of where the textures go?
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"Jovian Ghost" <nomail@nomail> wrote in message
news:web.4ad3ea18e8a97d86683b0b960@news.povray.org...
> I've got a surface that I'd like to add multiple textures and/or pigments
> onto.
> Is there a way I can constrict where a pigment/texture appears?
>
> For example, I've got a cylinder, and I'd like a pattern to appear on one
> cap,
> with another texture appearing within the first one. Is there a way to
> control
> the boundaries of where the textures go?
>
Yes. There are quite a few approaches you could take to do this type of
thing.
To get a clean pattern on the end without it bleeding through into the rest
of the object, you can start with a cylinder that is a tiny amount longer
than needed and slice the extra off with a CSG operation. You can then apply
a texture to the cutting object which will end up on the cut surface without
affecting any other surfaces.
You can then use either layered textures or a texture_map to control which
bits of texture go where on the cutting object. You can layer textures by
simply specifying a succession of textures for an object, where upper layers
have some transparent patches, so that the lower layers are visible in those
places. Texture maps allow you to define a pattern where you can transition
smoothly or sharply between different textures. For example, you could use
the onion pattern in a texture map to create concentric rings of different
textures, specifying a marble texture in the middle, transitioning to a
crackle texture around the outside.
Regards,
Chris B.
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Wasn't it Jovian Ghost who wrote:
>I've got a surface that I'd like to add multiple textures and/or pigments onto.
>Is there a way I can constrict where a pigment/texture appears?
>
>For example, I've got a cylinder, and I'd like a pattern to appear on one cap,
>with another texture appearing within the first one. Is there a way to control
>the boundaries of where the textures go?
For something as simple as a cylinder where you want a specific texture
on the caps, I'd create the caps as separate objects. So I'd use one
open cylinder and two discs instead of a single closed cylinder object.
For more complicated situations, I might use a pigment map. The
difficult bit with pigment maps is specifying where the boundaries of
the pigments are. You either need to be lucky with the existing POV
patterns, and have a good understanding of how they work, or need to be
able to write suitable pattern functions.
#declare p1 = pigment {rgb x}
#declare p2 = pigment {rgb y}
cylinder {-y,y,1
pigment {
cylindrical
pigment_map {
[0.5 p1]
[0.5 p2]
}
scale 1.99999
}
}
or
cylinder {-y,y,1
pigment {
function {x*x + z*z}
pigment_map {
[0.5 p1]
[0.5 p2]
}
scale 1.41421356
}
}
--
Mike Williams
Gentleman of Leisure
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> I've got a surface that I'd like to add multiple textures and/or pigments onto.
> Is there a way I can constrict where a pigment/texture appears?
>
> For example, I've got a cylinder, and I'd like a pattern to appear on one cap,
> with another texture appearing within the first one. Is there a way to control
> the boundaries of where the textures go?
>
>
In addition to what others have proposed...
If there is a sharp angle between areas that are to receive a particular
texture and the rest of the object, it may be possible to use the slope
pattern with a texture_map that have abrupt transitions:
texture{
slope{Direction}
texture_map{[0.1 texture End_texture][0.1 texture Body_texture]}
}
A slope from 0.0 to 0.1 will get the "End_texture", all the rest will
get "Body_texture.
This would work best with angular objects.
Another way can be to use an object pattern that use two full textures
instead of the usual pigments. You can then rotate, scale or translate
that pattern to exactly where you want it.
If your object is a complexe CSG object, then you can apply different
pigment/texture/material to some individual part, also giving you a
sharp transition.
Alain
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Wasn't it Jovian Ghost who wrote:
>I've got a surface that I'd like to add multiple textures and/or pigments onto.
>Is there a way I can constrict where a pigment/texture appears?
Also, for some types of surface (bicubic_patch, mesh, mesh2, lathe, sor,
sphere, box, parametric, torus) you can use uv mapping.
The cylinder object isn't in that list, but you can create an equivalent
surface using a sor or parametric.
--
Mike Williams
Gentleman of Leisure
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