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"Jan Walzer" wrote:
> You would need a map for every property of the finish-block ...
That would be equivalent to color_map and bump_map but the requested feature
is a map equivalent to pigment_map and normal_map. That is, *not* a map for
every property of the finish-block, but just one map for the entire finish.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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In article <3c56a626@news.povray.org>,
"Zeger Knaepen" <zeg### [at] student kuleuven ac be> wrote:
> Hmmm, my actual question was: many people wanted finish_maps for a
> very long time, even before MegaPov existed. And yet it isn't part
> of MegaPov. I wonder why. Is it hard to implement?
It wouldn't be easy, and would be impossible to do it cleanly in 3.5,
you would have to modify the code to interpolate for every finish
option, and there's lots of them. It would probably slow things down
detectably. In addition, a workaround is available for the vast majority
of cases...texture_map.
It's another thing that will probably wait for 4.0.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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In article <3c570cf0@news.povray.org>, "Jan Walzer" <jan### [at] lzer net>
wrote:
> You would need a map for every property of the finish-block ...
Not really...you could store entire finishes, and interpolate for each
option when they are needed. The texture_map feature would probably be
faster though.
What would be nice is if you could map each attribute individually,
having separate maps for diffuse and reflection. There would have to be
a standard way of doing the mapping, and it would require rewriting a
lot.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] mac com> wrote:
> > You would need a map for every property of the finish-block ...
>
> Not really...you could store entire finishes, and interpolate for each
> option when they are needed. The texture_map feature would probably be
> faster though.
HOW would you interpolate ...
I don't think it is always desired, to interpolate linear between them ...
btw: In my opinion these methods are all cheating, but do I count ? ;]
WinOSI goes the only right way... *g*
--
#macro J(N A)#local a=mod(N 3);#local W=<int(mod(A,4)*2)int(-A/4)9>*2;#if
(!mod(a 2))sphere{W,2,2pigment{color rgb<a*5A/2W.x/A*5>}}#if(a<1)sphere{W
+<2,0>2 2pigment{color rgb<a*10A 10>}}#end#end#if(N>3)J(int(N/3)A+1)#end#
end blob{J(29229171 0)threshold 1translate<-6 3>}/******Jan Walzer******/
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In article <3c584884$1@news.povray.org>, "Jan Walzer" <jan### [at] lzer net>
wrote:
> HOW would you interpolate ...
Element by element...when calculating diffuse, the diffuse values would
be interpolated, etc.
> I don't think it is always desired, to interpolate linear between them ...
All the other maps (except slope_map, which is rather unusual) are
linearly interpolated. I think it would lead to the best and most
predictable results, though I've often wondered if quadratic and cubic
options would be useful for color maps.
Again, I think the best solution would be to have each attribute
individually mappable, but that is not practical in the current POV-Ray.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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Christopher James Huff <chr### [at] mac com> wrote:
: All the other maps (except slope_map, which is rather unusual) are
: linearly interpolated.
Are you sure that slope_map is not linearly interpolated?
Linearly interpolating a _slope_ may get a result which doesn't _look like_
it was linearly interpolated (eg. in lighting), but that doesn't mean that
the slope is not interpolated linearly.
(I think this is because interpolating a slope linearly causes an
interpolation in the apparent height of the surface which is not linear.)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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In article <3c5872e8@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Are you sure that slope_map is not linearly interpolated?
The documentation seems to imply otherwise...you specify an "apparent
height" and a "slope", and I always thought the slope was used to
control the interpolation of the height. I've never really used slope
maps before, though...
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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Christopher James Huff <chr### [at] mac com> wrote:
: I've never really used slope maps before, though...
You should. They are difficult to understand at first, but once you master
them, they are really handy. You can make pretty nice effects with them.
Just a quickie which I cooked in a couple of minutes:
camera { location <0,1,-1>*3 look_at 0 angle 35 }
light_source { <20,15,-5>, 1 }
plane { y,0 pigment { rgb .5 } }
cylinder
{ 0,y*.1,1
pigment { rgb <1,.5> }
finish { specular .5 }
normal
{ wood 1 slope_map
{ [0 <0,1>][.5 <1,1>][.5 <1,0>]
[.9 <1,0>][.9 <1,-1>][1 <.5,0>]
}
scale .3
rotate x*-90
}
}
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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