|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi,
I have modelled a few things in Wings 3D, but for my first POV-Ray rendering
using polygon models I have 2 cubes which I am trying to add some texture maps
to.
Everything works ok in Wings 3D (version 1.4.1)and I believe I have moved the
texture maps into the correct place using the scale and translate commands, but
I am having trouble getting the colours on the texture map to work properly in
POV-Ray (version 3.6.2).
All necessary files can be found here:
http://www.aliensrcooluk.com/public/POVray/TEST_UV_Texture.pov
http://www.aliensrcooluk.com/public/POVray/cube2_auv.bmp.png
http://www.aliensrcooluk.com/public/POVray/cube3_auv.bmp.png
Can some please point out to me what I am doing wrong? Oh, ignore the wierd
naming of the files... they were originally bitmap images which I converted to
PNG format. I still have the bitmap files (.BMP), but they behave exactly the
same as the PNG ones.
I spent the last few weeks working through the POV-Ray manual and am impressed
with what can be done within POV-Ray, so I really hope someone can help me solve
the problem. (NB: I am not concerned with the issues regarding lighting right
now, I just want the texture map (the dog and text) to be coloured the same as
in the png files)
Regards,
Lonewolf10
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>
> Hi,
>
> I have modelled a few things in Wings 3D, but for my first POV-Ray rendering
> using polygon models I have 2 cubes which I am trying to add some texture maps
> to.
> Everything works ok in Wings 3D (version 1.4.1)and I believe I have moved the
> texture maps into the correct place using the scale and translate commands, but
> I am having trouble getting the colours on the texture map to work properly in
> POV-Ray (version 3.6.2).
>
> All necessary files can be found here:
>
> http://www.aliensrcooluk.com/public/POVray/TEST_UV_Texture.pov
> http://www.aliensrcooluk.com/public/POVray/cube2_auv.bmp.png
> http://www.aliensrcooluk.com/public/POVray/cube3_auv.bmp.png
>
>
> Can some please point out to me what I am doing wrong? Oh, ignore the wierd
> naming of the files... they were originally bitmap images which I converted to
> PNG format. I still have the bitmap files (.BMP), but they behave exactly the
> same as the PNG ones.
>
> I spent the last few weeks working through the POV-Ray manual and am impressed
> with what can be done within POV-Ray, so I really hope someone can help me solve
> the problem. (NB: I am not concerned with the issues regarding lighting right
> now, I just want the texture map (the dog and text) to be coloured the same as
> in the png files)
>
>
> Regards,
> Lonewolf10
>
>
I get MUCH beter results using an image_map in a pigment statement than
your material_map in a texture statement. Normaly, material_map should
be used only with patted image format, and can cause weird result if you
use high or true colour.
Your material_map perform a substitution of colours. Using an image_map
will use your image as it is without altering it's colours.
Your normals lokks plain wrong. You may be beter without.
Why does your images have SO MUCH unused space?
You should NEVER use sys as file type. Always use png, bmp, gif,
jpeg,... as appropriate to your actual image.
Your cubes ar NOT UV mapped!
Change: texture{ wm_cube3_auv}
by :texture{ pigment{uv_mapping wm_cube3_auv}}
This will turn UV mapping on for that pigment.
REMOVE the scalling and translate on your image_map. The UV mapping
takes care of the placement and scalling.
Alain
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Alain <kua### [at] videotronca> wrote:
>
> I get MUCH beter results using an image_map in a pigment statement than
> your material_map in a texture statement. Normaly, material_map should
> be used only with patted image format, and can cause weird result if you
> use high or true colour.
> Your material_map perform a substitution of colours. Using an image_map
> will use your image as it is without altering it's colours.
>
Ahh, I see.
>
> Your normals lokks plain wrong. You may be beter without.
Normals are calculated by Wings 3D so they may be wrong when converted to .pov
format (or just plain wrong in Wings 3D full stop).
> Why does your images have SO MUCH unused space?
> You should NEVER use sys as file type. Always use png, bmp, gif,
> jpeg,... as appropriate to your actual image.
The images have loads of space as that was the way Wings 3D set it up (e.g. gave
me the outline for the 6 sides of the cubes and I filled them in with the
appropriate textures). It is only a test anyway. Once I get the hang of it I
will minimize space wastage ;)
> Your cubes ar NOT UV mapped!
>
> Change: texture{ wm_cube3_auv}
> by :texture{ pigment{uv_mapping wm_cube3_auv}}
> This will turn UV mapping on for that pigment.
>
> REMOVE the scalling and translate on your image_map. The UV mapping
> takes care of the placement and scalling.
>
Thanks. I have it working as desired now, and can continue to create more models
and images using Wings 3D and POV-Ray :)
Regards,
Lonewolf10
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Alain<kua### [at] videotronca> wrote:
>
>>
>> I get MUCH beter results using an image_map in a pigment statement than
>> your material_map in a texture statement. Normaly, material_map should
>> be used only with patted image format, and can cause weird result if you
>> use high or true colour.
>> Your material_map perform a substitution of colours. Using an image_map
>> will use your image as it is without altering it's colours.
>>
>
> Ahh, I see.
>
>
>>
>> Your normals lokks plain wrong. You may be beter without.
>
> Normals are calculated by Wings 3D so they may be wrong when converted to .pov
> format (or just plain wrong in Wings 3D full stop).
Maybe changing your edges to hard edge will help. Now, it looks like
it's trying to make your box look as a sphere...
>
>
>> Why does your images have SO MUCH unused space?
>> You should NEVER use sys as file type. Always use png, bmp, gif,
>> jpeg,... as appropriate to your actual image.
>
> The images have loads of space as that was the way Wings 3D set it up (e.g. gave
> me the outline for the 6 sides of the cubes and I filled them in with the
> appropriate textures). It is only a test anyway. Once I get the hang of it I
> will minimize space wastage ;)
Not much of a problem. Your images are PNG, a compressed format. Plain,
uniform areas do compress a LOT! So, all the white areas don't have much
effect on the file's size anyway.
I think that the extra areas are there to give support for more complex
geometries.
>
>
>> Your cubes ar NOT UV mapped!
>>
>> Change: texture{ wm_cube3_auv}
>> by :texture{ pigment{uv_mapping wm_cube3_auv}}
>> This will turn UV mapping on for that pigment.
>>
>> REMOVE the scalling and translate on your image_map. The UV mapping
>> takes care of the placement and scalling.
>>
>
> Thanks. I have it working as desired now, and can continue to create more models
> and images using Wings 3D and POV-Ray :)
>
>
> Regards,
> Lonewolf10
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|