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clipka <ano### [at] anonymousorg> wrote:
> Am 24.01.2015 um 15:30 schrieb clipka:
>
> >> map_type 0 interpolate 2 } translate <0.25,0,-1> scale <1.5,1,1>]
> >
> > ^^^^^^^^^^^
> > Beware - you're moving the texture here, not just scaling it!
> >
> > Note again that scaling /always/ has its origin at <0,0,0>; if you do
> > this /after/ translation, it's no longer the <0,0> of the image, but
> > rather its <-0.25,0>. To scale from the /image's/ <0,0>, you need to
> > scale first, and only then translate; you'll probably need to fix the
> > translation vector though:
> >
> > scale <1.5,1,1> translate <1.5,1,1>*<0.25,0,-1>
>
> I think I wrote nonsense here: Translating after scaling, but with the
> scaling factor applied to the translation, has /exactly/ the same effect
> as your translating before scaling.
>
> The proper question here would be, why is there a translate in there at
> all, and exactly what effect is it supposed to have?
The translate is there in many 3d editors. it's a bad legacy, but it alows to
offset a texture in the UV space if it's a tiled texture and yu don't want to
change the uv unwraping, you can offset the texture itself. itc can be used as
a quick hack to hide some visible seam or pattern in textures not repeating too
much. For textures repeating a lot, some people use it to tweak the exact phase
regarding geometry of some tiled patterns (like pavement over some steps,
etc...)
Here is the complete scene for this particular case:
//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------
#version 3.7;
//--Global settings--
global_settings {
assumed_gamma 1.0
max_trace_level 5
ambient_light rgb<0, 0, 0>
}
//--Custom Code--
#declare CURFRAMENUM = 1;
//#include "/home/user/directory/animation_include_file.inc"
//--Patterns Definitions--
#declare PAT_Alpha =
pigment {
}
#declare fPAT_Alpha=
function{pigment{PAT_Alpha}}
#declare PAT_Bump =
pigment {
}
#declare fPAT_Bump=
function{pigment{PAT_Bump}}
#declare PAT_Diffuse =
pigment {
}
#declare fPAT_Diffuse=
function{pigment{PAT_Diffuse}}
#declare PAT_Specular =
pigment {
}
#declare fPAT_Specular=
function{pigment{PAT_Specular}}
//--Background--
background {rgbt<0.0509, 0.0509, 0.0509, 0>}
//--Cameras--
#declare camLocation = <7.481132, 5.343666, 6.507640>;
#declare camLookAt = <-27.098163, 46.688390, -0.903519>;
camera {
location <0, 0, 0>
look_at <0, 0, -1>
right <-1.7777777777777777, 0, 0>
up <0, 1, 0>
angle 49.134343
rotate <-27.098163, 46.688390, -0.903519>
translate <7.481132, 5.343666, 6.507640>
}
//--Lamps--
light_source {
< 0,0,0 >
color rgb<1, 1, 1>
fade_distance 14.999991
fade_power 2
matrix <-0.290865, -0.055189, -0.955171, -0.771101, 0.604525, 0.199883,
0.566393, 0.794672, -0.218391, -0.547114, 2.224058, -1.255785>
}
#declare lampTarget1= vrotate(<0.5471,-1.256,-2.224>,<0.6503,0.05522,1.866>);
//--Material Definitions--
#default{ pigment{ color rgb 0.8 }}
#declare shader_ = finish { //translation of spec and mir levels for when no
map influences them
diffuse 0.8
phong 70.0
}
#declare shader_MaterialBlack = finish { //translation of spec and mir levels
for when no map influences them
brilliance 1.8
phong 0.5
phong_size 25.2
diffuse 0.8 0
ambient 1
emission 0
conserve_energy
}
#declare shader_MaterialTex = finish { //translation of spec and mir levels for
when no map influences them
brilliance 1.8
phong 0.5
phong_size 25.2
diffuse 0.2 0
ambient 1
emission 0
conserve_energy
}
#declare shader_MaterialTex0 = finish { //No specular nor Mirror reflection
brilliance 1.8
specular 0
diffuse 0.2 0
ambient 1
emission 0
conserve_energy
}
#declare shader_MaterialTex1 = finish { //Maximum Spec and Mirror
specular 1
diffuse 0.2 0
ambient 1
emission 0
conserve_energy
}
//--Mesh objects--
#declare DATACube =
mesh2 {
vertex_vectors {
8,
<1.000000, 1.000000, -1.000000>,
<1.000000, -1.000000, -1.000000>,
<-1.000000, -1.000000, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -1.000001, 1.000000>,
<-1.000000, -1.000000, 1.000000>,
<-1.000000, 1.000000, 1.000000>
}
normal_vectors {
6,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<1.000000, -0.000000, 0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>
}
uv_vectors {
14,
<0.000000, 1.000000>,
<1.000000, 2.000000>,
<-1.000000, 1.000000>,
<0.000000, 0.000000>,
<-1.000000, 0.000000>,
<1.000000, -2.000000>,
<2.000000, 1.000000>,
<0.000000, 2.000000>,
<2.000000, 0.000000>,
<0.000000, -1.000000>,
<0.000000, -2.000000>,
<1.000000, 0.000000>,
<1.000000, -1.000000>,
<1.000000, 1.000000>
}
#declare MAT_MaterialTex =
texture{
pigment_pattern {
uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\SpecularTest.png"
map_type 0 interpolate 2 }
translate <-0,0,0> scale <1,1,1>
}
texture_map {
[0
pigment {
pigment_pattern {
uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0 interpolate 2 } translate <-0,-0,0> scale <1,1,1>}
pigment_map {
[0 color rgbft<0,0,0,1,1>]
[1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0 interpolate 2 } scale <1.333,1,1> translate <1.333,1,1>*<0,0,0>]
}
}
finish {shader_MaterialTex0}
normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0 interpolate 2 bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
]
[1
pigment {pigment_pattern {uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0 interpolate 2 }translate <-0,-0,0> scale <1,1,1>}
pigment_map {
[0 color rgbft<0,0,0,1,1>]
[1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0 interpolate 2 } scale <1.333,1,1> translate <1.333,1,1>*<0,0,0>]
}
}
finish {shader_MaterialTex1}
normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0 interpolate 2 bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
]
}
}
#declare MAT_MaterialBlack =
texture{
pigment {rgbft<0, 0, 0, 0, 0>}
finish {shader_MaterialBlack}
}
#declare MAT_MaterialTex =
texture{
pigment_pattern {
uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\SpecularTest.png"
map_type 0 interpolate 2 }
translate <-0,0,0> scale <1,1,1>
}
texture_map {
[0
pigment {
pigment_pattern {
uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0 interpolate 2 } translate <-0,-0,0> scale <1,1,1>}
pigment_map {
[0 color rgbft<0,0,0,1,1>]
[1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0 interpolate 2 } scale <1.333,1,1> translate <1.333,1,1>*<0,0,0>]
}
}
finish {shader_MaterialTex0}
normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0 interpolate 2 bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
]
[1
pigment {pigment_pattern {uv_mapping image_map{
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\AlphaTest.png"
map_type 0 interpolate 2 }translate <-0,-0,0> scale <1,1,1>}
pigment_map {
[0 color rgbft<0,0,0,1,1>]
[1 uv_mapping image_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\DiffuseTest.png"
map_type 0 interpolate 2 } scale <1.333,1,1> translate <1.333,1,1>*<0,0,0>]
}
}
finish {shader_MaterialTex1}
normal {uv_mapping bump_map {
"F:\BlenDivers\Scenes\blenderpovrayTestScenes\TexturesTest\textures\BumpTest.png"
map_type 0 interpolate 2 bump_size 10 } translate <-0,-0,0> scale <1,1,1>}
]
}
}
texture_list {
2
texture{MAT_MaterialBlack}
texture{MAT_MaterialTex}
}
face_indices {
12,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 1,1,1,
<4,6,5>, 1,1,1,
<0,4,5>, 0,0,0,
<0,5,1>, 0,0,0,
<1,5,6>, 0,0,0,
<1,6,2>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0
}
normal_indices {
12,
<0,0,0>,
<0,0,0>,
<5,5,5>,
<5,5,5>,
<2,2,2>,
<2,2,2>,
<1,1,1>,
<1,1,1>,
<3,3,3>,
<3,3,3>,
<4,4,4>,
<4,4,4>
}
uv_indices {
12,
<3,11,13>,
<3,13,0>,
<9,10,5>,
<9,5,12>,
<3,9,12>,
<3,12,11>,
<11,8,6>,
<11,6,13>,
<13,1,7>,
<13,7,0>,
<4,3,0>,
<4,0,2>
}
interior {
ior 1.000000
caustics 0.5
}
radiosity {
importance 0.5
}
}
//----Blender Object Name:OBCube----
object {
DATACube
matrix <-1.000000, -0.000000, -0.000000, -0.000000, 0.000000, 1.000000,
0.000000, 1.000000, -0.000000, 0.000000, 0.000000, 0.000000>
}
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