POV-Ray : Newsgroups : povray.unofficial.patches : Warping... Server Time
2 Nov 2024 13:20:19 EDT (-0400)
  Warping... (Message 1 to 3 of 3)  
From: J  Grimbert
Subject: Warping...
Date: 2 Nov 1999 04:41:36
Message: <381EB1D3.B5923400@atos-group.com>
Quoting myself from povray.binaries.images:
>
>I downloaded UVpatch last week and was disappointed by the poor number of
>object supporting UV mapping, as well as by the need to modify all
>the existing objects code...
>
>By the end of the week-end, I had made some additional warp commands, in order
>to have some more natural UV mapping... I ended with conical, torical, spherical
>and cylindrical projection  (is that the right word ?).
>
>Do you think there would be any interest for them ?

Did I reinvent the wheel or is this new to pov ?

My main question would be: is this feasible without patching the C source ?
 (with a macro/include ?)


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From: Nathan Kopp
Subject: Re: Warping...
Date: 2 Nov 1999 23:59:19
Message: <381fc127@news.povray.org>
Due to lack of requests and general interest in uv mapping (with the
exception of meshes and bezier patches), I haven't worked on it in ages and
nobody else has contributed any uv code for various objects.  If you'd like
to contribute code, I'd greatly appreciate it.  What you posted in p.b.i
could probably be done in POV code, though not too easily, so I am intersted
in your work.  If you want your warps included in UVPov, let me know.

Also, the POV-Ray Team is working on uv mapping themselves (for POV 3.5)
which I think will be somewhat different from my code, so putting too much
effort into uv mapping might not be worth it.

-Nathan

J. Grimbert <jgr### [at] atos-groupcom> wrote ...
> Quoting myself from povray.binaries.images:
> >
> >I downloaded UVpatch last week and was disappointed by the poor number of
> >object supporting UV mapping, as well as by the need to modify all
> >the existing objects code...
> >
> >By the end of the week-end, I had made some additional warp commands, in
order
> >to have some more natural UV mapping... I ended with conical, torical,
spherical
> >and cylindrical projection  (is that the right word ?).
> >
> >Do you think there would be any interest for them ?
>
> Did I reinvent the wheel or is this new to pov ?
>
> My main question would be: is this feasible without patching the C source
?
>  (with a macro/include ?)


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From: J  Grimbert
Subject: Re: Warping...
Date: 3 Nov 1999 03:00:18
Message: <381FEB93.DB1D96E8@atos-group.com>
Nathan Kopp wrote:
> 
> Due to lack of requests and general interest in uv mapping (with the
> exception of meshes and bezier patches), I haven't worked on it in ages and
> nobody else has contributed any uv code for various objects. 

Well, I initially planed to added more uv_ code to the existing UVPov, but 
then I realised that the concept of uv_mapping is limited to object that can be
somehow made of a thin elastic flat plane which is deformed to map the object.
Infinite cone (my start) is easy to map, but the POV cone is difficult to map
on the cap...

That how I ended with warp!

> If you'd like
> to contribute code, I'd greatly appreciate it.  What you posted in p.b.i
> could probably be done in POV code, though not too easily, 

Well, it would be interesting to see how to do it in POV code. Especially
if the cubic basic pattern is replaced with any other fancy one.

You may take some idea from the formula for the missing mapping.

> so I am intersted
> in your work.  If you want your warps included in UVPov, let me know.
> 
Well, it's now available on 
http://www.altern.org/grimbert/pov

So see how you like it or not, and feel free to include it if you want.


> Also, the POV-Ray Team is working on uv mapping themselves (for POV 3.5)
> which I think will be somewhat different from my code, so putting too much
> effort into uv mapping might not be worth it.

The problem of UV mapping is that it has to be done for all objects,
differently!
And some objects are probably impossible to map (generic mapping for blob is
just
the beginning, then come the isosurface and the sphere_sweep...)


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