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Hello, this is my first post here!
I'm working on a project to be displayed in a full-dome planetarium. I rendered
some test animation that I haven't had the opportunity to see in the planetarium
yet. However I tought it would be nice to create a simulation with our favorite
ray tracer.
What I have done so far is to write a macro to build a dome model like so :
#macro dome(position, rayon, insideTexture, outsideTexture)
difference{
difference{
sphere{position, rayon*1.11 texture{outsideTexture}}
sphere{position, rayon texture{insideTexture}}
}
box{position-<rayon*1.11,0,rayon*1.11>,
position+<rayon*1.11,rayon*1.11,rayon*1.11>}
}
#end
As you can see it is made of a sphere hollowed out by another smaller one and
then cut in two by a box.
I'm calling this macro from inside an object so I can apply rotation, scalling,
etc.. if needed from there :
object {
dome(<0,0,0>, 1, insideT, outsideT)
rotate x*180
}
The outside texture declaration (a simple colour pigment):
#declare outsideT = texture{
pigment{color Green}
}
This is working well, but now I'm having troubles figuring out how to texture
the inside of the dome. At the moment my texture declaration that I pass to the
macro as "insideTexture" is as follow :
#declare insideT = texture{
pigment{
uv_mapping
image_map{png "data/FisheyeTest.png"}
}
}
where FisheyeTest.png is a square image (ratio width/height = 1/1) rendered with
POV-Ray using the fisheye camera.
The texture shows up but it is not set up properly. I tried different rotation,
map_type, but no luck so far.
I'm really stuck, could someone please help me?
Best regards,
Jonsku
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