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I'm trying to use the proximity pattern in a normal. However, MP0.7 is
telling me that it isn't finding a normal type. I thought perhaps I needed
to add something like bozo, but if I do it before, it balks at the proximity
("no } found, found proximity instead"). If I do it after, it breaks the
other way. It looks to me like the proximity pattern is recognized as a
pattern but isn't *set* as the pattern, so when it gets to the end of the
normal, it bombs.
Here is the normal I've been working with:
normal
{
proximity
{
crater, 10
samples 10
sample_bailout 100
max_density 1
type 1
sides 1
}
normal_map
{
[0 .5 ]
[0.19 .5 ]
[.2 1 ]
[.3 .5 ]
[1 .5 ]
}
}
}
Anyone got any ideas?
Geoff
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In article <3aacf34b@news.povray.org>, Geoff Wedig
<wed### [at] darwinepbicwruedu> wrote:
> I'm trying to use the proximity pattern in a normal. However, MP0.7
> is telling me that it isn't finding a normal type. I thought perhaps
> I needed to add something like bozo, but if I do it before, it balks
> at the proximity ("no } found, found proximity instead"). If I do it
> after, it breaks the other way. It looks to me like the proximity
> pattern is recognized as a pattern but isn't *set* as the pattern, so
> when it gets to the end of the normal, it bombs.
You were putting "bozo" alongside the proximity{} block? That won't
work, you can only specify a single pattern for a normal. When it
finishes parsing the first pattern and finds another one, of course it
gives an error.
Did you try commenting out the proximity{} block and using only bozo or
another pattern? I don't think the proximity pattern is the problem
here...
> normal_map
> {
> [0 .5 ]
> [0.19 .5 ]
> [.2 1 ]
> [.3 .5 ]
> [1 .5 ]
> }
This isn't the syntax for normal_maps...you need to put a normal
modifier in the entries, not a float value. I suspect you want a
slope_map...but even then, this is the wrong syntax, slope_maps take 2D
vectors.
Also, there is an extra "}" in the code you posted...but I assume that
is just a cut-n-paste error.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
> In article <3aacf34b@news.povray.org>, Geoff Wedig
> <wed### [at] darwinepbicwruedu> wrote:
>> I'm trying to use the proximity pattern in a normal. However, MP0.7
>> is telling me that it isn't finding a normal type. I thought perhaps
>> I needed to add something like bozo, but if I do it before, it balks
>> at the proximity ("no } found, found proximity instead"). If I do it
>> after, it breaks the other way. It looks to me like the proximity
>> pattern is recognized as a pattern but isn't *set* as the pattern, so
>> when it gets to the end of the normal, it bombs.
> You were putting "bozo" alongside the proximity{} block? That won't
> work, you can only specify a single pattern for a normal. When it
> finishes parsing the first pattern and finds another one, of course it
> gives an error.
I didn't think it would. I only added it because it kept saying "Normal type
not defined"
> Did you try commenting out the proximity{} block and using only bozo or
> another pattern? I don't think the proximity pattern is the problem
> here...
>> normal_map
>> {
>> [0 .5 ]
>> [0.19 .5 ]
>> [.2 1 ]
>> [.3 .5 ]
>> [1 .5 ]
>> }
> This isn't the syntax for normal_maps...you need to put a normal
> modifier in the entries, not a float value. I suspect you want a
> slope_map...but even then, this is the wrong syntax, slope_maps take 2D
> vectors.
I know. I was trying to take a pigment I made with a proximity and use it
in the normal instead. I knew I'd have to jiggle the variables, but since
it didn't work at all...
In fact, this is the problem. When I changed to a slope map, it worked.
didn't do what I wanted, but it didn't crash. ;)
Thanks.
Geoff
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In article <3aad1701@news.povray.org>, Geoff Wedig
<wed### [at] darwinepbicwruedu> wrote:
> I didn't think it would. I only added it because it kept saying "Normal
> type not defined"
Because you were specifying a float value when it expected a normal
pattern or normal identifier.
> I know. I was trying to take a pigment I made with a proximity and
> use it in the normal instead. I knew I'd have to jiggle the
> variables, but since it didn't work at all...
Well, of course it didn't...you have to do more than "jiggle the
variables", you have to use a completely different type. Don't expect to
be able to use an object as a color, either.
> In fact, this is the problem. When I changed to a slope map, it worked.
> didn't do what I wanted,
I would be surprised if it did...you are still using the wrong type. The
slope_map takes a 2D vector...when you specify a float, the same value
is used for both components when it is automatically promoted to a 2D
vector, for example, 0.5 is promoted to < 0.5, 0.5>...which is pretty
much useless in slope_maps. The first component is "height", and the
second is "slope". POV uses a spline based on this information to figure
out the slope of the pattern at in-between values, and get an equivalent
to a "color_map" for normals. A normal_map behaves more like a
pigment_map than a color_map, it interpolates between complete normals,
each with it's own pattern and other normal stuff.
If you stated what your goal is, you might better help...however, I
suggest you look through the manual, which clearly explains the syntax
of normals, normal_maps, and slope_maps...especially look at section
2.7.2, which is a tutorial about normals, and section 4.7.2, which is a
complete syntax reference for normals.
> but it didn't crash. ;)
Wait, it crashed before? That's not good, it means there is a bug
somewhere...it should just stop parsing and produce an error message.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
> In article <3aad1701@news.povray.org>, Geoff Wedig
> <wed### [at] darwinepbicwruedu> wrote:
>> I didn't think it would. I only added it because it kept saying "Normal
>> type not defined"
> Because you were specifying a float value when it expected a normal
> pattern or normal identifier.
>> I know. I was trying to take a pigment I made with a proximity and
>> use it in the normal instead. I knew I'd have to jiggle the
>> variables, but since it didn't work at all...
> Well, of course it didn't...you have to do more than "jiggle the
> variables", you have to use a completely different type. Don't expect to
> be able to use an object as a color, either.
It was a mistake on my part, because I (stupidly) assumed that a normal
takes a normal_map. I don't know why I thought that, since a pigment
doesn't take a pigment_map, nor a texture a texture_map, but I did. Mea
Culpa.
>> In fact, this is the problem. When I changed to a slope map, it worked.
>> didn't do what I wanted,
> I would be surprised if it did...you are still using the wrong type. The
> slope_map takes a 2D vector...when you specify a float, the same value
> is used for both components when it is automatically promoted to a 2D
> vector, for example, 0.5 is promoted to < 0.5, 0.5>...which is pretty
> much useless in slope_maps.
No, when I changed to slope map, I changed the components too. I know that
the type would be upgraded, and at least I'd be able to see the areas where
things were happening, and could tweak later, but I didn't do that.
The first component is "height", and the
> second is "slope". POV uses a spline based on this information to figure
> out the slope of the pattern at in-between values, and get an equivalent
> to a "color_map" for normals. A normal_map behaves more like a
> pigment_map than a color_map, it interpolates between complete normals,
> each with it's own pattern and other normal stuff.
> If you stated what your goal is, you might better help...however, I
> suggest you look through the manual, which clearly explains the syntax
> of normals, normal_maps, and slope_maps...especially look at section
> 2.7.2, which is a tutorial about normals, and section 4.7.2, which is a
> complete syntax reference for normals.
I'm pretty familiar with this stuff, really. I just had a brain loss for a
bit there. Sometimes the simplest things seem to disappear.
As I see it, the error should have come up in the normal_map, though, not at
the end of the normal. That's where there were missing types, it seems,
since a normal can consist of a normal_map of normals. It was specified
correctly, but the normal_map wasn't. Again, it was a stupid error, but the
error message was a little esoteric.
>> but it didn't crash. ;)
> Wait, it crashed before? That's not good, it means there is a bug
> somewhere...it should just stop parsing and produce an error message.
Sorry again. Crashed in the euphamistic sense of "didn't draw a picture of
stunning complexity and beauty." Of course, by that definition, POVray
always crashes for me. :/
Geoff
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In article <3aae1467@news.povray.org>, Geoff Wedig
<wed### [at] darwinepbicwruedu> wrote:
> It was a mistake on my part, because I (stupidly) assumed that a normal
> takes a normal_map. I don't know why I thought that, since a pigment
> doesn't take a pigment_map, nor a texture a texture_map, but I did.
Um, a normal *can* take a normal_map. A pigment can take a pigment_map,
and a texture can take a texture_map. No finish_map, though...
And their syntaxes are all consistent...a normal_map takes normal stuff,
a pigment_map takes pigment stuff, and a texture_map takes texture stuff.
The slope_map is just more like a color_map than a pigment_map, it
interpolates between slopes, not normals, like the color_map
interpolates between colors instead of pigments.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff <chr### [at] maccom> wrote:
> In article <3aae1467@news.povray.org>, Geoff Wedig
> <wed### [at] darwinepbicwruedu> wrote:
>> It was a mistake on my part, because I (stupidly) assumed that a normal
>> takes a normal_map. I don't know why I thought that, since a pigment
>> doesn't take a pigment_map, nor a texture a texture_map, but I did.
> Um, a normal *can* take a normal_map. A pigment can take a pigment_map,
> and a texture can take a texture_map. No finish_map, though...
> And their syntaxes are all consistent...a normal_map takes normal stuff,
> a pigment_map takes pigment stuff, and a texture_map takes texture stuff.
> The slope_map is just more like a color_map than a pigment_map, it
> interpolates between slopes, not normals, like the color_map
> interpolates between colors instead of pigments.
Right. So the only thing I'm wondering is, why was the error being reported
in the external normal rather than the internal one?
Geoff
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In article <3aae69fb@news.povray.org>, Geoff Wedig
<wed### [at] darwinepbicwruedu> wrote:
> Right. So the only thing I'm wondering is, why was the error being
> reported in the external normal rather than the internal one?
I have no idea...but I've heard about this kind of thing happening
before.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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