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"wfx" <wol### [at] gmxat> wrote in message
news:3f81c57f@news.povray.org...
> hi,
> i hope im in the right newsgroup.
Hi there. Not exactly... The "right" newsgroup might have been
povray.general or povray.newusers :-)
> My problem is to fit this
> http://teg.sourceforge.net/fx/themes/SDLport/world.tga image
> to the ground.
> My result looks to this
> http://teg.sourceforge.net/fx/themes/SDLport/burg.png
> (yes i play with kpovray modeler)
I don't know what the kpovray modeler is. Although what you need to do, if I
guess correctly, is to orient the image_map onto the ground plane. Looks
almost like you have it mapping at a 90 degree angle to the ground now (only
a single line of the image exists into infinity), which would be the
default.
For instance, map_type 0 (planar) projects images onto a wall facing -z, so
if your ground is a y plane then you'll want to rotate 90 degrees on the x
axis to lay it flat. And also translate it into position and scale to the
size needed. For example, look at your POV script where the image_map is
applied and have it look something like this:
pigment {
image_map {
tga "world.tga"
map_type 0 // onto plane
once // do not tile
}
translate -0.5 // center it
scale <800,478,1>/2 // use image x and y resolution divided by two
rotate 90*x // lay onto y plane, facing +y or up, now is x and z oriented
scale 0.5 // rescale to final size (could be anything except 0)
translate <1,0,1> // move to final position (someplace under your castle)
}
This is, of course, only one way of going about it. Only I hadn't known what
to scale and translate it to, howver the image resolution is same as what I
found for that image file. The POV-Ray documentation concerning image_map
should point you in the right direction. Hopefully I've helped you figure it
out already, too.
Ahhh, I see what kpovmodeler is now, I believe. It's at
http://www.kpovmodeler.org/ in case anyone else wonders about it. I'd be
guessing this too, but it probably works with coordinates the same as the
official POV-Ray; unlike Moray, which reorients to a different coordinate
system. So doing as I said will probably help.
Bob H.
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