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I think I understand a little of the image map thing used to provide textures
for surfaces, and why a bitmap becomes a square polygon (0,0) to (1,1). What I
want is to bring a bitmap in as a "billboard" more or less, with its aspect
ratio retained (and I guess, assuming square pixels in the original. To be able
to do that, it seems I would need to read the bitmap and have each area of color
become a polygon filled with that color - I think.
1) If I load the bitmapped image as an image map and stretch it to match its
original aspect ratio (for example, if it was 320 x 240) will it look like it
originally did and therefore I can ignore the problem? (when I last tried this
about 3 years ago, I knew the SDL statements to do this, but I've forgotten
them).
2) if not, then are there any utilities or graphics programs out there which
will create POV-Ray polygons from bitmapped images?
3) Am I even barking up the right tree?
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Le 07/04/2012 19:53, blooflame nous fit lire :
> I think I understand a little of the image map thing used to provide textures
> for surfaces, and why a bitmap becomes a square polygon (0,0) to (1,1). What I
> want is to bring a bitmap in as a "billboard" more or less, with its aspect
> ratio retained (and I guess, assuming square pixels in the original. To be able
> to do that, it seems I would need to read the bitmap and have each area of color
> become a polygon filled with that color - I think.
>
The reason for square (0,0 to 1,1) for mapping image is that povray
works in a continuous world and there is no notion of pixel.
And no, each pixel of a bitmap is not turned into a polygon.
How would you use polygon to project an image on a sphere or curvier
surface ? (just rhetorical question)
> 1) If I load the bitmapped image as an image map and stretch it to match its
> original aspect ratio (for example, if it was 320 x 240) will it look like it
> originally did and therefore I can ignore the problem? (when I last tried this
> about 3 years ago, I knew the SDL statements to do this, but I've forgotten
> them).
Well, you might have issue with sampling when rendering, but basically,
yes, once stretched, and view at a big enough size, it will be like the
original.
SDL to change the ratio is "scale <x_stretch, y_stretch, z_stretch> "
It should be applied inside the texture or pigment, so as to not affect
the object.
>
> 2) if not, then are there any utilities or graphics programs out there which
> will create POV-Ray polygons from bitmapped images?
From old koan: Mu.
>
> 3) Am I even barking up the right tree?
Povray is not a mesh renderer: there is more in its world than flat
triangle & polygon.
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On 07/04/2012 6:53 PM, blooflame wrote:
> I think I understand a little of the image map thing used to provide textures
> for surfaces, and why a bitmap becomes a square polygon (0,0) to (1,1). What I
> want is to bring a bitmap in as a "billboard" more or less, with its aspect
> ratio retained (and I guess, assuming square pixels in the original. To be able
> to do that, it seems I would need to read the bitmap and have each area of color
> become a polygon filled with that color - I think.
>
> 1) If I load the bitmapped image as an image map and stretch it to match its
> original aspect ratio (for example, if it was 320 x 240) will it look like it
> originally did and therefore I can ignore the problem? (when I last tried this
> about 3 years ago, I knew the SDL statements to do this, but I've forgotten
> them).
>
> 2) if not, then are there any utilities or graphics programs out there which
> will create POV-Ray polygons from bitmapped images?
>
> 3) Am I even barking up the right tree?
>
>
Have you tried to use a height field?
#declare HeightField0 =
height_field {
png "F:\Graphics\B3D Data\Maps\D Dell02N.png"
water_level 0.010
smooth
hierarchy
texture{ Gold_Texture0 }
scale <80.000000,2.000000,25.000000>
rotate <-90.000000,0.000000,0.000000>
translate <-40.000000,0.000000,81.370000>
} // end HeightField0
--
Regards
Stephen
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Check the docs for uv-mapping.
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> I think I understand a little of the image map thing used to provide textures
> for surfaces, and why a bitmap becomes a square polygon (0,0) to (1,1). What I
> want is to bring a bitmap in as a "billboard" more or less, with its aspect
> ratio retained (and I guess, assuming square pixels in the original. To be able
> to do that, it seems I would need to read the bitmap and have each area of color
> become a polygon filled with that color - I think.
You can evaluate a pigment at a given location.
Use eval_pigment(x, y, z) for that.
It will NOT create any polygon, it will only return an rgb vector.
You can use a gray scale version of your image to generate a hight_field
and use the original image to give it a colour. You'll need to rotate
>
> 1) If I load the bitmapped image as an image map and stretch it to match its
> original aspect ratio (for example, if it was 320 x 240) will it look like it
> originally did and therefore I can ignore the problem? (when I last tried this
> about 3 years ago, I knew the SDL statements to do this, but I've forgotten
> them).
Use the scale transformation. scale<320, 240, 1> will make your image
320 by 240 units large. It will always stretch to infinity along the z axis.
>
> 2) if not, then are there any utilities or graphics programs out there which
> will create POV-Ray polygons from bitmapped images?
For that, you can use a height_field that will translate the image into
a ground like object. It's made to work with a gray scale image, but you
can use a colour image if you are ready to get some unexpected results.
>
> 3) Am I even barking up the right tree?
Wouf!
>
>
Alain
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