POV-Ray : Newsgroups : povray.general : Bumps with UV mapping : Re: Bumps with UV mapping Server Time
5 Aug 2024 02:22:00 EDT (-0400)
  Re: Bumps with UV mapping  
From: Tony LaVigne
Date: 21 Dec 2002 11:10:03
Message: <web.3e04923d93fe96fe88d4e3910@news.povray.org>
Mike Williams wrote:
>Wasn't it Tony LaVigne who wrote:
>>The code below helps to simulate my problem.   The 1st (right) sphere is
>>without bumps, the 2nd (left) does.
>>
>>light_source {<0, 2, -3>,rgb <1,1,1> }
>>background { color rgb <1,1,1> }
>>light_source { <10, 100, -100> rgb <1,1,1> }
>>camera {  location <.25, .25, -5>  look_at  <.25, .25,  0>   }
>>
>>sphere {<2, 1, 2>, 2  //right sphere
>>texture {   uv_mapping   pigment { color rgb <1,1,0> }     normal { bumps
>>0.4 scale 0.2 }}  }
>>
>>sphere {<-2, 1, 2>, 2  //left sphere
>>texture { /*uv_mapping*/   pigment { color rgb <1,1,0> } normal { bumps 0.4
>>scale 0.2 }}  }
>>
>
>But that is fixed by what Giles Tran said.
>
>When the bumps are uvmapped, the scale of the bump is relative to the
>scale of the uvmapping cell instead of relative tot he unit cube.
>Changing the scale from 0.2 to 0.02 fixes it.
>
>Mike Williams
>Gentleman of Leisure
>
I think I see now.  As I understand it I cannot get the bumps (using
normals)  larger than the uv Cell.
I appreciate the help.
Tony
xen### [at] xenomechanicscom


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