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Hi gang, I'm working to understand 2d text mapping onto a surface. I believe
the term is UV mapping.
Anyway, In a different thread in P.n-u called "Simple 2D text on a
cylinder's surface "
I asked about mapping, and Samuel B gave a nice example that I have been
playing with.
When I have a problem understanding how to apply the text, I go back to a
flat object.
Well, I'm stumped, so below is my code. Both the mesh and the disc have the
same exact material.
The non-text part of the pattern -background- shows up the same on both
objects.
And they have (I think) the same location.
But, the disc gets the 2d text map, the mesh doesn't.
WHy?
I included a rotation of the camera and use +kff20 so I can see the scene
revolve.
I'm not brain-dead, but I am height-challenged; as in, this is over my head.
Thanks in advance for the help, code below.
Leef_me
//------------------------------------------------------------------------
// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?
//
#version 3.6;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
orthographic
location <0.0, 0, -5.0>
look_at <0.0, 0.0, 0.0>
rotate y*-15
rotate -x*180*clock // look at both sides of the disc
}
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 <15, 15, -10>
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <15, 15, 10>
}
#declare my_text=
text{
ttf"arialbd.ttf" "This is a test" 1,0
translate -z/2
// suggested by fellow pover Samuel Benge Date: 21 Oct 2007 20:39:07
}
#declare q1 = material {
texture { // one side has background and text
pigment{
pigment_pattern{
object{my_text 0,1}
}
pigment_map{
[0 color Pink]
[1 color MediumBlue]
}
}
}
interior_texture { // the other side has another background
pigment { color Yellow }
}
}
#if(1)
mesh {
triangle { <2,0,0>, <0,3,0>, <0,0,0> }
uv_mapping
material {q1}
}
#end
#if(1)
disc {
<0, 0, 0> // center position
z*-1, // normal vector
2, // outer radius
uv_mapping
material {q1}
}
#end
cylinder {
-4*x, 4*x, .05
pigment { color Red }
}
cylinder {
-4*y, 4*y, .05
pigment { color Green }
}
cylinder {
-4*z, 4*z, .05
pigment { color Yellow }
}
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