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Alain <aze### [at] qwerty gov> wrote:
> Summit Group nous apporta ses lumieres ainsi en ce 15/06/2004 15:32... :
[stuff deleted]
> >Notice how the image map gets streched as though it was applied head on. The
> >
> Because it is. Use UV maping to make it follow the surface of the object.
Can you include an example of how to do this? Where would I look in the
documentation? I did some more examples, and I can understand the problem.
> You can scale the image to your object: image_map {jpeg
> "07-2312-482.jpg" map_type 0 scale<5,5,1>}
This part worked out great! Thanks to both yourself and Jerome for the help.
> Think of any texture as an infinite solid out of whitch you carve out
> whatever object you apply it to. In the case of an image_map, each image
> pixel stretch out infinitely along the z axis.
That is indeed the case based on the tests that I've done. Here's the
example of a cube that I built to see how I could apply the image map:
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
// ----------------------------------------
camera {
location <3.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
plane {
y, -1
pigment { color rgb <0.7,0.5,0.3> }
}
box {
<0,0,0>, <1, 1, 1>
texture {
pigment {
image_map {jpeg "02-7693-211.jpg"}
}
finish{
specular 0.6
}
}
}
Ron.
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