|
![](/i/fill.gif) |
My hat is absolutely off to you, Kyle. Thank you for your help and your
understanding of my code.
I have posted in povray.binaries.images how looks your solution in my (still
beta) Chartres Cathedral 'stone by stone' reproduction. There are still
pending the textures, ornaments ambient and lighting.
Rgds,
Zoly
Kyle <hob### [at] gate net> wrote:
> Zoly,
>
> Here's my suggestion:
>
> >>> snip >>>
>
> #local U = 0;
>
> mesh {
> #local i=h;
> #while (i>0)
> #local a_i=i;
> #local i=i-dl/sqrt(1+pow((fr1(i)-fr1(i-dd))/dd,2));
> #local Uinc = abs(vlength(<x2(a_i),a_i,z2(a_i)>-<x2(i),i,z2(i)>));
> triangle {
> <x1(a_i),a_i,z1(a_i)> <x2(a_i),a_i,z2(a_i)> <x1(i),i,z1(i)>
> uv_vectors <U,z1(a_i)> <U,z2(a_i)> <U+Uinc,z1(i)>
> }
> #debug concat("T1: ",vstr(3,<x1(a_i),a_i,z1(a_i)>,",",0,5))
> #debug concat(" - ",vstr(3,<x2(a_i),a_i,z2(a_i)>,",",0,5))
> #debug concat(" - ",vstr(3,<x1(i),i,z1(i)>,",",0,5),"r")
> triangle {
> <x2(a_i),a_i,z2(a_i)> <x1(i),i,z1(i)> <x2(i),i,z2(i)>
> uv_vectors <U,z2(a_i)> <U+Uinc,z1(i)> <U+Uinc,z2(i)>
> }
> #debug concat("T2: ",vstr(3,<x2(a_i),a_i,z2(a_i)>,",",0,5))
> #debug concat(" - ",vstr(3,<x1(i),i,z1(i)>,",",0,5))
> #debug concat(" - ",vstr(3,<x2(i),i,z2(i)>,",",0,5),"rr")
> #local U = U + Uinc;
> #end
> texture {
> uv_mapping
> pigment {
> brick rgb 0.15 rgb 0.2
> scale 0.04
> rotate 90*z
> }
> }
>
> >>> snip >>>
>
> I hope this helps, or at least gets you going in the right direction.
>
>
> Kyle
Post a reply to this message
|
![](/i/fill.gif) |